Editor, Experienced player (730)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
Well, you can also use the aiming crosshair to do some funny parts. I was able to do some really raunchy things with Vela and Floyd in Jet Force Gemini, so I think even more naughtiness is possible. Just a suggestion though.
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Player (166)
Joined: 4/27/2006
Posts: 304
Location: Eastern Canada
Shoot the standard TAS disclaimer into the glass wall. or anything else- the glass wall would be the best place for that since the bullet holes are really visible (also the glass is immuna to bullet damage)
Active player (308)
Joined: 2/28/2006
Posts: 2275
Location: Milky Way -> Earth -> Brazil
hmm... now for something completely different... http://goldeneyeonline.com/
"Genuine self-esteem, however, consists not of causeless feelings, but of certain knowledge about yourself. It rests on the conviction that you — by your choices, effort and actions — have made yourself into the kind of person able to deal with reality. It is the conviction — based on the evidence of your own volitional functioning — that you are fundamentally able to succeed in life and, therefore, are deserving of that success." - Onkar Ghate
Bisqwit wrote:
Drama, too long, didn't read, lol.
Banned User
Joined: 5/11/2004
Posts: 1049
See how many guns you can get into the air and hit the ground about the same time. Shoot one gun up really high, maybe even use 30 bullets and reload, then shoot another gun up to the same height as the falling gun, and repeat. Or see how many guns you can sustain in the air for a long time, my guess is you couldn't do more than two with having to reload constantly. But two guns all the way up to the ceiling would be awesome, it's such a high ceiling.
"Great spirits have always found violent opposition from mediocrities. The latter cannot understand it when a man does not thoughtlessly submit to hereditary prejudices but honestly and courageously uses his intelligence."
Active player (302)
Joined: 9/2/2006
Posts: 504
I guess i should say that i already did Control :P Well im basicly halfway through caverns, where manipulating boosts is a bitch, only got 1 so far. I think i'll still land on a time around 1:00-1:01. I'll try finish caverns today and then cradle shouldnt take too long. Submission hopefully before end of week.
Active player (302)
Joined: 9/2/2006
Posts: 504
-Run Submitted-
Skilled player (1534)
Joined: 7/25/2007
Posts: 299
Location: UK
I think there should be 2 categories, minimalist run and 100%. The 100% should do both the secret levels and unlock all cheats, where as the other can simply breeze through the game on agent.
Active player (302)
Joined: 9/2/2006
Posts: 504
I dunno about the cheats thing but yeah, Aztec and Egypt should definately be included in future run. The problem is how the movie would end of course. Button codes would solve that though :) If cheats were included the run would basicly be like this: Enter button codes for Aztec and Egypt Breeze through all levels except Cradle Beat Dam SA, Runway A, Surface SA, Silo A, Frigate SA, Bunker A, Statue SA, Streets A, Depot SA, Jungle A, Control SA, Aztec SA, Egypt 00A, Cradle A(Exit end screen with B), Cradle 00A Imo it's just too many levels, it's like twice as long as previous run. Many levels are not so fun to watch and long levels like Control are done twice etc Also i think secret agent difficulty run would be enough variation for it's own category but that's just me.
Player (166)
Joined: 4/27/2006
Posts: 304
Location: Eastern Canada
I have to disagree on SA actually- it's usually Agent with harder guards, or 00 with weaker guards. There's like 5 stages total where the SA difficulty is noticeably different from the other two extremes.
Joined: 10/31/2005
Posts: 329
Location: The Netherlands
dam, runway, bunker 1, silo, frigate, surface 2, bunker 2, depot, train, caverns all have more obj on sa than on agent but less than on 00, so that's should be a possible 10 different results.
Glitcher
He/Him
Joined: 3/24/2007
Posts: 216
Location: London, U.K.
Er... this is a little strange. I think my copy of Goldeneye is broken. I've decided to pick up and play it again many years after dominating 00 Agent. So now I'm at the end of the the train level and Natalya needs time to complete objectives C and D. Naturally I shoot Xenia as well as Ouroumov, but for some strange reason this does NOT add an extra 20 seconds to the timer. (Yes, Xenia cries "Wait, Alec! I'm hit!") So by the time Natalya has completed objective D, there's only 2 seconds left on the timer and she's killed in the explosion, which makes it impossible to complete the mission. Is my copy of the game busted? :(
Joined: 10/31/2005
Posts: 329
Location: The Netherlands
it should be about 5 or 6 seconds left, just enough to get out immediately to the opposite wall and stay there, she'll follow you and be far away enough from the explosions in time. also, I think she can say her line even without dying, so make sure to kill her for the extra time.
Joined: 4/30/2006
Posts: 480
Location: the secret cow level
I've seen Goldeneye carts do some weird stuff, like explosions coming out of nowhere, so it's possible something went wrong.
Post subject: bad goldeneye 007 rom?
Experienced player (576)
Joined: 2/23/2008
Posts: 266
Location: CA, USA
From 2 different sources, I have downloaded this rom, but it says it is a "bad dump". Also, when I'm not using the TAS plugin and the keyboard instead, the "down analog stick" buttion always seems to make whatever in the game go in the wrong direction. I have looked and made sure the input is correct (like the D analog works perfectly in sm64). Any ideas on what this is or a way to get rid of this?
Active player (302)
Joined: 9/2/2006
Posts: 504
About the bad dump thing i dunno(dont have that problem myself) but for the input thing i have experienced that if the keyboard is configured to full turning speed(75-128) the game will register a "down" key as "up". TAS input plugin and lower turning speed should fix it.
Experienced player (576)
Joined: 2/23/2008
Posts: 266
Location: CA, USA
Wyster wrote:
About the bad dump thing i dunno(dont have that problem myself) but for the input thing i have experienced that if the keyboard is configured to full turning speed(75-128) the game will register a "down" key as "up". TAS input plugin and lower turning speed should fix it.
Works great tnx!
Former player
Joined: 12/1/2007
Posts: 425
just set it to 127.
Joined: 4/30/2006
Posts: 480
Location: the secret cow level
Yeah, I had that problem too... the input wraps around the side when it goes too far. Makes it really hard to play a game with a joypad when you can't use full input, but you just have to limit maximum value.
Former player
Joined: 12/1/2007
Posts: 425
Titus Kwok wrote:
Yeah, I had that problem too... the input wraps around the side when it goes too far. Makes it really hard to play a game with a joypad when you can't use full input, but you just have to limit maximum value.
it's a TAS input plugin 0.6 glitch. it's mentioned in the thread.
Joined: 8/9/2004
Posts: 139
Location: Washington State
any chance of a plugin update that eliminates this problem?
Joined: 12/7/2008
Posts: 2
Location: USA
Aiming is set to inverse by default. I don't know if that's what you're talking about.
Player (104)
Joined: 1/30/2005
Posts: 562
Location: Québec, Canada
You just revived an 8 month old topic. Oh well.
Active player (277)
Joined: 5/29/2004
Posts: 5712
It might just be what Bobmario needed to know!
put yourself in my rocketpack if that poochie is one outrageous dude
Joined: 10/3/2005
Posts: 1332
I just watched the TAS again, and had a couple ideas. Sorry in advance if these have already been considered and/or are obviously wrong. Is it possible to save time by killing a couple scientists in the Silo, thus making them throw their goodies at you? Likewise with hostages in the Frigate- maybe murder the last one so they're all considered to have "escaped" sooner?
Active player (302)
Joined: 9/2/2006
Posts: 504
Umm for Frigate im not sure what you mean, only 5 of them have to escape and there are 6, so whichever one of the last two to escape first will be the important one. The other one wont matter at all. Scientists stuff don't really fly that far, think strategy is optimal as it is. And dont think there's a very high limit on how many you can kill on 00A(2?).