Joined: 10/20/2019
Posts: 29
Location: UK
Looking into some more out there ideas in the full 00A run planning and after exhausting more impractical avenues I stumbled on this gem. Due to the mismatch between the clipping and the navigation graph, this door can be opened by a single guard on the near side. Link to video Everything works out really sweetly, with the lab just close enough to hide in (this TAS makes it by ~2 game frames). I didn't have the energy to fight for a good trev though, which would potentially save just over a second to give 43. Full comments in the youtube description. I was in favour of sitting on this for the full 00A TAS, or at least a 10/20 WIP but there is some (semi small) potential for console. I'd still urge some caution / patience on that, as I have no more news :) It seems likely that this will be the last big find bar a control OOB but you never know. It would be fitting as my last find since the very first thing I tried to find in the game was a keycard skip at the start of facility.
whiteted#2289 on discord Goldeneye 00a TAS due to be completed circa 2030
Experienced player (608)
Joined: 10/23/2004
Posts: 706
Well dang, man. Nice find! Avoiding a pause is most impressive. Too bad this is sounding TAS only but I guess it makes the TAS even more interesting when it has different strats.
Current Project: - Mario Kart 64
Joined: 10/20/2019
Posts: 29
Location: UK
Thanks :D ! It's not impossible that it could come to console but I've not got a list of players clamouring to try it lol. And yes TAS uses different strats for the first 9 levels - it's not until statue that it uses normal strats (that's how boring statue is lol). The 2nd half will use a lot more console strats.
whiteted#2289 on discord Goldeneye 00a TAS due to be completed circa 2030
Alyosha
He/Him
Editor, Emulator Coder, Expert player (3810)
Joined: 11/30/2014
Posts: 2828
Location: US
Very impressive and unexpected find, and it looks so smooth too, nice work. Hopefully it can make it's way to console too.
Joined: 10/20/2019
Posts: 29
Location: UK
For the curious I've looked into the tech behind this and posted about it over on the-elite boards. Essentially the guard needs to be in a pretty precise position after 7 frames of spinning. The full set up injuring the arm needs 1 in 10 raw RNG luck (1 in 3 for the animation and 3 in 10 for the door) plus the correct lag but is otherwise humanly doable. There's already a 1 in 6 chance for best Doak position and a 'good Trev' is effectively RNG though saves < 1 second. It may come to console yet :)
whiteted#2289 on discord Goldeneye 00a TAS due to be completed circa 2030
Joined: 3/18/2006
Posts: 971
Location: Great Britain
Synx wrote:
GoldenEye speedrunner and youtube content creator Ryan did a nice review of the current world record TASes for all 00A difficulties. It was a nice and entertaining watch: https://www.youtube.com/watch?v=AnktjhQo-es
This was a nice vid. Thanks for posting it
Joined: 3/17/2009
Posts: 496
antd wrote:
Synx wrote:
GoldenEye speedrunner and youtube content creator Ryan did a nice review of the current world record TASes for all 00A difficulties. It was a nice and entertaining watch: https://www.youtube.com/watch?v=AnktjhQo-es
This was a nice vid. Thanks for posting it
No problem :D glad someone enjoyed it! Goose has some great content
Joined: 10/20/2019
Posts: 29
Location: UK
Link to video I assumed 22 was going to be tight so after mucking up the lure I played it out to see how the pace was. Mid 22 boostless lol.
whiteted#2289 on discord Goldeneye 00a TAS due to be completed circa 2030
Joined: 10/20/2019
Posts: 29
Location: UK
A goldeneye hoard called 'TASpap' is releasing in just under 2 days time (10pm Saturday UK) and the name is kinda misleading but nonetheless I do have at least one IL TAS in it :) On https://www.twitch.tv/TheEliteGaming Runtime ~ 1 hour
whiteted#2289 on discord Goldeneye 00a TAS due to be completed circa 2030
Alyosha
He/Him
Editor, Emulator Coder, Expert player (3810)
Joined: 11/30/2014
Posts: 2828
Location: US
Whiteted wrote:
A goldeneye hoard called 'TASpap' is releasing in just under 2 days time (10pm Saturday UK) and the name is kinda misleading but nonetheless I do have at least one IL TAS in it :) On https://www.twitch.tv/TheEliteGaming Runtime ~ 1 hour
Was able to catch the end of the stream just in time to see the new Dam TASes. Incredible strat, seemingly so simple yet unintuitive. Great work once again.
Joined: 10/20/2019
Posts: 29
Location: UK
Alyosha wrote:
Was able to catch the end of the stream just in time to see the new Dam TASes. Incredible strat, seemingly so simple yet unintuitive. Great work once again.
Thanks, I guess it was a good thing it was delayed lol. To my TASpap TASes summary post. Firstly those who aren't aware there was a new bit of tech which I found back in April, but was also found independently by a 60fps runner acadie in October 2020. This went public earlier in August but I've just released TASes for Bunker 2 (which is really broken by it): B2 A 0:19 B2 SA 0:32 B2 00A 0:36 Then I worked on "A from above" on Caverns SA - a strat which is known about on 00A but seemed impossible on SA because you need to keep an extra scientist alive. This is 1 second off the console record on agent, and cut 11s from the previous TAS (that TAS was ancient though, I don't even have the vid for it) Caverns SA 1:02 The big new (TAS) strat is called the "piggyback" on Dam and is pretty bizarre. For some reason when you go into the ending the normal rules about when you can shoot things are bent slightly (my theory is it's some hack to help the cinematic views during the ending cinema). This means that from out in free-fall you can shoot the 4th cam which is otherwise way out of the way. We're very familiar with shooting during the opening cutscenes so I knew the same would work in the ending, but I had to arrange for a guard to go off the edge to prop me up. Dam SA 1:00 It's also a pleasure to introduce SeanJohn who is new to Goldeneye TASing but still managed a very impressive 1:34 on 00A, which cuts 12s from the previous TAS by Henrik: Dam 00A 1:34 There were also some misc TASes that I made along the way which I'll post here for anyone who is more interested. B2 0:20 using the "outer route" Frigate SA 0:50 (not the TAS record) which I made developing the Reverse Pipe Warp strategy. I put quite some time into developing it but benched it as just too impractical, and we ended up finding a much nicer and clearly superior strat. There's also a video of it with a map Finally the Original Dam SA 1:03 TAS using the new strat. The ending involves the guard seeing us but we're almost on top of him so he keeps firing upwards, and we don't lose our seat. Post-unhoard the plans are a bit up in the air but there is talk of either a full SA run by Sean or a full 00A TAS by the both of us. As ever I'd be keen for more people to get involved so feel free to dm me on discord :)
whiteted#2289 on discord Goldeneye 00a TAS due to be completed circa 2030
Joined: 10/20/2019
Posts: 29
Location: UK
Alyosha wrote:
Was able to catch the end of the stream just in time to see the new Dam TASes. Incredible strat, seemingly so simple yet unintuitive. Great work once again.
Thanks, I guess it was a good thing it was delayed lol. To my TASpap TASes summary post. Firstly those who aren't aware there was a new bit of tech which I found back in April, but was also found independently by a 60fps runner acadie in October 2020. This went public earlier in August but I've just released TASes for Bunker 2 (which is really broken by it): B2 A 0:19 B2 SA 0:32 B2 00A 0:36 Then I worked on "A from above" on Caverns SA - a strat which is known about on 00A but seemed impossible on SA because you need to keep an extra scientist alive. This is 1 second off the console record on agent, and cut 11s from the previous TAS (that TAS was ancient though, I don't even have the vid for it) Caverns SA 1:02 The big new (TAS) strat is called the "piggyback" on Dam and is pretty bizarre. For some reason when you go into the ending the normal rules about when you can shoot things are bent slightly (my theory is it's some hack to help the cinematic views during the ending cinema). This means that from out in free-fall you can shoot the 4th cam which is otherwise way out of the way. We're very familiar with shooting during the opening cutscenes so I knew the same would work in the ending, but I had to arrange for a guard to go off the edge to prop me up. Dam SA 1:00 It's also a pleasure to introduce SeanJohn who is new to Goldeneye TASing but still managed a very impressive 1:34 on 00A, which cuts 12s from the previous TAS by Henrik: Dam 00A 1:34 There were also some misc TASes that I made along the way which I'll post here for anyone who is more interested. B2 0:20 using the "outer route" Frigate SA 0:50 (not the TAS record) which I made developing the Reverse Pipe Warp strategy. I put quite some time into developing it but benched it as just too impractical, and we ended up finding a much nicer and clearly superior strat. There's also a video of it with a map Finally the Original Dam SA 1:03 TAS using the new strat. The ending involves the guard seeing us but we're almost on top of him so he keeps firing upwards, and we don't lose our seat. Post-unhoard the plans are a bit up in the air but there is talk of either a full SA run by Sean or a full 00A TAS by the both of us. As ever I'd be keen for more people to get involved so feel free to dm me on discord :)
whiteted#2289 on discord Goldeneye 00a TAS due to be completed circa 2030
Joined: 3/17/2009
Posts: 496
a short summary of the new awesome TAS strategy, focusing on potential RTA utilization by Ryan Whitegoose: https://www.youtube.com/watch?v=EL7xALwTriY EDIT: Great work whiteted and GL with the full TAS!
Joined: 10/20/2019
Posts: 29
Location: UK
I've recently done a couple of TASes for Silvereye which is a 2015 romhack. The first on ''depot'' is meant to pick up a key from upstairs but instead sets up a aztec-mainframe-glass style lure to open the locked door during the protect segment. Link to video The second just skips going a long way out of the way two pick up two keys by luring a guard instead. It relies on Goldeneye's wacky routing which first decides which 'sets' the guard will go through, then plots a route within these. The guard is less than 20m away but decides to run around the whole map. Link to video
whiteted#2289 on discord Goldeneye 00a TAS due to be completed circa 2030
Joined: 3/26/2022
Posts: 2
A login into my old account didn't work for some reason, so I re-registered under this new one. Posting here to revive an old bounty that wasn't claimed (or even attempted to be claimed) and doubling the potential reward. Offering a bounty of $0-$200 to the creator of a N64 Goldeneye 007 (“GE”) TAS video tutorial that clearly demonstrates the relevant fundamentals. The goal should be to bring PC gamers who are clueless about TAS’ing up to speed to a level of competency where a significant portion could break/tie current GE records. The video(s) must be available for free to the public on submission and not deleted. Some dimensions that the video could cover: 1. the download, installation, configuration, and usage of the best current tools to TAS-speedrun GE (e.g., Bizhawk/MUPEN + plugins, LUA-map, watch window for important variables). 2. The use of these tools in the most important GE TAS high-level workflows (e.g., TAS’ing a common scene in a level, loading/saving controller input sequence as progress so far after working on a level for a while, encoding a video file) 3. Demos of additional workflows with these tools with respect to effectively and efficiently mastering key low-level techniques like: a. Preferred GE Control schemes and when/how to switch to them. Which context makes one better? b. Firing weapons during cinemas and the benefit and tuning of this technique c. Taking damage from nades to boost and optimizing various relevant aspects (angle, distance, timing etc.) d. Taking damage from enemy shots to boost and optimizing various relevant aspects e. Determining key game aspects influenced by the PRNG (e.g., placement of some NPCs, items, NPC death animations) and how to manipulate luck in our favor in key areas through various controllable dependencies f. Important glitches and how to exploit them i. Weapon-switch warping ii. NPC Strafe/Lean iii. NPC Dialogue Shot iv. NPC Warp v. Quickpause to full pause speedup g. Luring guards efficiently and effectively (movement and shooting at certain things) h. Efficiently moving Natalia through levels constrained by her and just the latest cutting-edge techniques in general 100 days from now - on July 4, 2022 - I’ll evaluate all submissions linked and sent to me via forum PM and select the one I like the most, which is roughly based on the product of perceived quality and breadth. A rough baseline will be this TAS GE tutorial by Rising Tempest from 14 years ago. As long as I like the winning video(s) more than the 14 year old video, there will at least be some bounty paid out for the creator of winning video. The maximum reward will only be paid out for a video (or set of videos) that is both very high-quality (i.e., clear) and comprehensive (covering all important topics in detail, like a course). I realize this isn't much compared to the effort required, but I hope there is some motivation out there to grow the active scene.
Joined: 10/20/2019
Posts: 29
Location: UK
Link to video Forgot to share this here, I did this just before the new year coz I had a rotten cold. Cutting 7s from the previous TAS using an optimised version of the console world record strat - which itself has been around for years but has never been TASed coz GE TASing. As ever the most up-to-date IL TAS list can be found on the-elite boards. I've also made the planning spreadsheet for a hypothetical full run TAS (which won't happen) public, which might be of interest. Henrik's full 00a run came in at 25:29 total time, the current sum of the ILs is 24:38 and without any major break on Control the target time for a new full TAS would be sub 24 i.e. 23:59
whiteted#2289 on discord Goldeneye 00a TAS due to be completed circa 2030