Obligatory 22 editWhiteted Strats2020-08-29 | Original vid @ youtube.com/watch?v=-nnijHvd8T0 (RRS Sir David Attenborough - Hull Launch - British Antarctic Survey) The music is the apt Wishing Well by Johnny Clegg
"Hide the air.. the atmosphere in which we're living" ~ Sir David Attenborough[PAL] 22 dupe #..? (2 backs)Whiteted Strats2024-09-21 | Let's play "how far up the ramp can I get an A complete and have 22 endscreen". Yayy. Where's my 21 damn it game?Control Clem glass short throwWhiteted Strats2024-09-09 | Doing Clem glass with either a shorter throw to the floor (which can bounce - into the mainframe glass) or to the ceiling (which requires quite precise lookup, but must stick) saves all of *0.3s* in TAS. It's not surprising that it saves a lot, because the boost is in a much better direction, but I expected more like 0.2s. I also tried jamming against the wall (in the second vid) to be a bit further left so that we can throw that touch earlier, but it lets you throw a frame or two earlier and makes getting through the door a nightmare so I don't think that's worthwhile.[HOT] Control SA/00 Fast+ GlassWhiteted Strats2024-09-03 | LolControl R-warp (fast glass)Whiteted Strats2024-08-31 | Definitely useful for TAS, I picture this having more potential for agent on console.
This got through the door 0.5s quicker than waiting otherwise, but ofc it loses fullspeed. However Nat's door is less than 3s away and so we don't lose the full 0.35s that we would normally.
Overall this saved 0.3 against my previous vid on fast glass but it also strafes briefly rather than c-upping.Control SA/00 fast glass?Whiteted Strats2024-08-29 | Seems like something Henrik will have tried at some point but I don't see it in the strats thread :)[LOL] Control easy* Bond guards trapWhiteted Strats2024-08-28 | (Ignore the mine thrown across the room, I was testing Henrik's TAS nade throw to blow the glass, and the mainframe wasn't destroyed) Just by being right in this corner of the protect room when the alarm goes off (or any other time that Bond guards spawn) we can make the 2 guards route behind the glass. This traps them at least until the glass guard breaks it. Note that you can't break the other corner glass or they will likely find their way out. Also you must keep that part of the room loaded. We can keep an eye out for the glass guard through the corner we came in, but the Bond guards have eyes in the back of their head and can spawn in many places, so the start of the protect may still be a little hairy. What's really surprising is that - unless this test was very unique - the Bond guards seem to settle into position running into a point in the unbreakable glass. You can see when this happens because their faces peep through. They seem pretty permanently stuck :) unless I just didn't wait long enough. Even if this doesn't happen on console, we can still just keep killing any glass guard for a less stressful protect.Control actually unloading Nat (properly)Whiteted Strats2024-08-19 | Note that this idea only works on SA/00A, because you need to back Nat up far enough, otherwise when she's unloaded she'll path very badly. More precisely she needs to get into the strange purple L-shaped area (where her nearest pad is 0067) here: wiki.the-elite.net/wiki/Control#/media/File:Control_main_room_near_pads_map.png .
I was a bit silly and shot her in the hand rather than the forearm at one point, which caused a bad animation, but you get 100% good animations on the forearm.
To unload Nat in this spot you need to look slightly below horizontal, and face so that you can see just a bit of the wall on the left. If you go further into the corner it's a lot easier. If the glass is broken then you still want to keep this room loaded.
Note this is *the* room to be in, because it unloads Nat's current room and her first target, but loads the room that the stairs are in (same room as Bond). So Nat's first segment is unloaded (so she instantly snaps to face her target), but she loads as soon as she gets there, facing the stairs, and jogs up them loaded. This is important because her unloaded pathing would be bad at the top of the stairs. Then she will - on a timer - perfectly unload again to go through the door. You can leave as soon as Nat loads in (just after 1:06 in the vid), as long as you keep looking down to keep upstairs unloaded.
I also don't know if this will actually save time on console. If you can back Nat up this far then she should turn smoothly to face the stairs anyway, which will lose only a little time. And the pad at the bottom of the stairs is quite far from the actual bottom step, so Nat may path better loaded. ... If only there was some kind of practise rom that someone had made which like started you in the big room and triggered the ending after you injured Nat 10 times. It would need some sort of LeaveTech (tm) though...S2 00A SBT fixed comms patrollerWhiteted Strats2024-08-18 | For Snow Bank Throw (SBT) aka nade strat. 1. Cut the cinema no later than when the text appears. This is still late enough to get the grenade guard to come close. 2. Look fully up before the 5th ding/dong at 0:39 3. Look down fully leaving the fence cam after 1 clip, and keep full lookdown at least past the corner. Shortly after the corner, you are in the guard's room and he will load wherever you look. If you are slow, i.e. you do a 2-clip fence shot, you'll need to look up before the corner. 4. Profit from a low lag comms[Bruh] Threw Frig 21?Whiteted Strats2024-07-25 | Very hard to tell if this was it, as it had a backboost but wasn't perfectly clean. I'm inclined to think it was 22.0X even looking at it coldly. Of course it wasn't it because I just tried to cook it and instead forgot how to control Bond.[Sigh] 21 pace A blocked by guardsWhiteted Strats2024-07-25 | I can't even be too upset coz this is just how it goes. It would have been so nice though.[PAL] Frig 22 dupe (0:1)Whiteted Strats2024-07-21 | Bit stucky. Feel free to compare to my 0:1 21 legit fail and tell me to avoid stucks :DFrig 21 legit fail 0:1Whiteted Strats2024-07-21 | A beaut from today :) This was not too long after an earlier legit fail which was a bit disgusting and was saved by a boost[DEMO] B1 00A Glass Strat (non-TAS method?)Whiteted Strats2024-07-20 | It's only been a year since I last said I'd make this demo, and another 3 years since I suggested the strat, but here's a demo of how I imagine glass strat being done on console.
Bear in mind that when we see the "Take me to the mainframe!" text, Boris is trying to start walking. We could injure Boris and be past him ~0.5s earlier so there is a bit of """time save""" here, but this demo does have a very early Boris-alerting shot, and this doesn't quite have TAS shooting but still a human may struggle to get the bullets out of the gun faster. Also Boris didn't have the sharpest response to start running.[TAS] Egypt 00a 0:41 (old!)Whiteted Strats2024-07-16 | I've double checked against discord and this TAS is in fact from March 2022 - so don't get excited that I'm TASing regularly or anything!
This was meant to experiment with a few things to prepare the groundwork for an Egypt 40 in a hypothetical full run TAS (which you also shouldn't get excited for). The start is quite notable because I wrote a bot to set the initial line across the first room. This isn't anything crazy but it was very helpful to grind out the first (and only) boost, which must hit early to be very productive. As far as I recall I didn't post it because I failed to get the boost which was meant to be the centrepiece: from 0:23 the guard in the corner in the right builds very high intolerance but doesn't shoot me. They are then meant to boost me from across the room at 0:35, where you can see shots on the wall. I'm not sure why I didn't get it, I definitely remember getting it at some point in testing... I also don't know if I played around with a boost away from the 2nd baron or not, you can hear some shooting there.
Anyway I saw that the record is otherwise 0:42 and this tidies up the "ranks" after Onslatt's Aztec run put a hole in the middle of the times which still hold up from the full run. I recall concluding that 0:40 was definitely possible though tight, as this was 41.85 and misses 2 boosts, so frames would have to be shaved.[TAS] Runway SA 0:21 (7:0)Whiteted Strats2024-07-15 | (Originally uploaded 30th June, part of the Rise Above hoard) You have no idea how painful that juggle + setting up the double boost was and I sincerely hope you never will. Lots of lessons to be learnt from this one, and hopefully does give some ideas towards a nutty SA 21 on console. This was a 21.78 so didn't offer any proper prospect of a 20, so I'm happy to leave it as is.[PAL] S2 00A 1:38Whiteted Strats2024-05-19 | It's pretty trash but I'm on the board (or 3s off points)[NTSC-J] Aztec A 1:30 (BOAM V)Whiteted Strats2023-10-11 | :heart: my fellow BOAMers[TAS] (most of) Dam Agent - Boss Gate SkipWhiteted Strats2023-07-30 | A demo of the TAS approach to Boss' tower guard lure which is definitely a good timesaver in TAS. Thanks to GoldPool for telling me about this, it had very much passed me by buried in this old Dam 52 thread: forums.the-elite.net/index.php?topic=21737.msg445322#msg445322
This approach needs the "bad cinema" AND needs the gate guard to walk away from the camera for a moment before spinning around. This means that he will still be behind the front gate, and opens just that one when loaded. This seems to be impossible on 60fps emulator (thanks again GoldPool) but should be possible on console (though the cinema grind may be ridiculous).
The main trick shoots a very precise shot out of bounds to lure the guard from the tower to open the back gate. This must be done while zoomed in otherwise the guard cannot be hit or alerted, so cannot be done with the PP7.
In this TAS we actually hit the guard to alert the alarm guard (something Henrik suggests in the original thread). I also use a little TAS magic to unload this guard at the right time so that he actually walks behind the mesh gate, and then opens that for us before pulling the alarm :)
Overall it seems immensely impractical on console, and unfortunately variations without the bad cinema do not seem to be possible despite extensive exploration recently. I'll write more details up on the forums.[TAS] Runway 00a 0:25Whiteted Strats2022-12-30 | An overdue 7s improvement on the previous TAS of 0:32 from 11 years ago, which predated r-leans. The current world record of 0:27 by Joakim makes use of this technique, and was "faster than the TAS" - which we can't be having now can we :) .
I figured I'd probably want the extra grenade box, especially if I revisit the level for 24, though I wasn't actually sure what I was going to do with them. I drew on a bit of experience from researching 21 with Berg to set up a sweet double boost off of this, which is only practical because I'm using control style 1.2.
After the 2nd boost I had no idea what I was doing, but managed to hit a low lag r-lean to get a very early objective C complete which I thought looked cool if nothing else. I tried to juggle but it didn't really go very well because I had to blow up the drone and finish early to start priming for the drone leans.
The drone leans were a bit of a pain as I didn't realise how strong a bottleneck they are. I took a more direct line towards the ending which I figured would cut time in a TAS but at one point in the ending I'm literally standing still waiting...
To get 25 I had to get the right drone to blow on the 1st wave of the explosion, which was also a bit of a nuisance as it has to fly into the slot in the concrete shielding, and the lean was going a bit high.
24 does indeed seem possible, and I think the secret would be to start juggling immediately after the hut, getting some serious boostage down and keeping full speed. Hugging further left as per console - perhaps not quite as extreme - seems a good idea, and the missile battery probably would have to be destroyed with an r-lean (/ tap) similar to console again. Since the far left drone is such a bottleneck, a boosted un-ducked r-lean would probably be the order of the day.
TASing r-leans isn't the greatest fun though so I shan't be doing that any time soon. I count myself lucky that I didn't have to manipulate my way out of getting shot even once - some unlucky bastard on the right blew up the barrel and himself which was very handy :)[TAS] Frigate Agent Ares testWhiteted Strats2022-10-29 | Testing the hopefully-more-accurate Ares emulator to TAS. A 20.30 because 19 remains very tight and I didn't want to try to manipulate a best death animation on the head / body after running through the corridor guard.
The main problem was 1 crash which I can hopefully reproduce. Also with 2 controllers attached it sporadically didn't include the inputs for controller 2 in the Input Log (even though the inputs were empty). I had to clean up the Input Log with a script before it would allow me to actually use the 2nd controller (+ bizhawk would crash when it tried to load this file)
The output size is also fixed and this restricts the resolution of the lua map overlay, which was a little trying. Rather than looking at a 1080p map it was effectively 320x240.
Finally when you save the recording it splits between play and the menus, because the GE developers decided to make them different resolutions. However it also shows a load of noise at the bottom of the screen which I had to crop off.
Warps seem a little less insane but still not realistic to console. The load time is likewise still longer than console. Overall the lag feels a little more realistic but it probably wants a more scientific comparison to my old Frigate Agent TASes.[PAL] Frigate 21 missed bug #2Whiteted Strats2022-10-25 | Pain.
Bug throw is just too high I think, I think it lands on the bounding box of the helicopter as I look away. So perhaps similar to my original bug throw fail 21 but in completely different circumstances... in a sesh when I was very consistent at the bug throw :(Frigate 00A EditWhiteted Strats2022-05-07 | ...[PAL] Frigate SA 0:58 failWhiteted Strats2022-02-28 | First one on PALM97 hoard - Agent Aspiring Admiral sectionWhiteted Strats2022-02-28 | I got involved in M97 quite late after taking quite a long break following TASpap. My original goal was Streets A 112 & Frigate SA 59 which I made decent progress to with 28 fails over the course of the hoard. I thought the sub 1 was probably a big ask so I wanted to also push my system rankings on frigate, which is where my agent name comes from.
Streets was relatively caked because I invested heavily into playing on the practise rom, and it really paid off. It is a pretty funny run from the start where it looks like I'm lost (this was the very first run of me trying to adjust my start slightly) to when I was deciding on the fly whether to save a grenade from the first 6 or not. It's put to Hugh Masekela's haunting "Coal train" which I just thought suited really well with the build up after you've got the 2nd GL and need to bring it home. I also went to some effort to change the intro text to "Johannesburg" but noone seemed to notice!
People were mostly predding that my NTSC-U 1:00 was in fact 1:02 during release, but truely clean runs even without heavy strafing upstairs are 57s so there's lots of room for isolated mistakes if you play well otherwise. The too-left line up to the engine bomb which led to the spasm and the complete miss in the bridge I'd both put down to it being just 10 minutes into a session. I still knew it was 1:00. I was tempted to put it to Dido's "White flag" as a lovesong to frigate but I really liked the idea that frigate is this heaven on earth where tupac can find peace.
PAL 1:01 is the system untied but it's still pretty tame. I was still happy to include it because the start is cleaner and the mistakes were even more isolated to troll shit - I missed the door outside by about 1 hair. Also you can see the SA hostage escaping on comfortable 57 pace which is pretty cooked, and really confused me during the run. Ice cube isn't generally my favourite but this is a certified banger.
NTSC-J 23 had alluded me for many troll hours on and off pre-hoard, but it didn't actually take me long to get - and in normal keyboard grip which is why it looks nothing like my normal play. I came across a suitably memey song and thought it would be a good way to finish the section. This cements my dominance on agent with 22 - 22 - 23.
IMO M97 represents a high water mark in hoarding, and the creative effort that was poured into it has paid off. The whole agents idea is inspired. It was a pleasure to be a part of :)[PAL] Frig 22 dupe (0:2) Stream audioWhiteted Strats2022-01-16 | The bastardSilvereye Banlieue gate lureWhiteted Strats2021-12-10 | ...[TAS] Belgium Recruit 1:00Whiteted Strats2021-12-06 | Since BK has taken the record down to a nutty 1:15 using the spawn guard, TAS needs to use a new strat and go supernuts.
The 1 surviving guard from the first room finishes his first attack animation and starts another as we turn onto the catwalk. He then targets Bond just before we warp into the drone room.
He hears us again when we reach max noise with the phantom after the mine throw, and since we are upstairs, he decides to go back through the start.
Unfortunately we do have to wait for him, so this could be improved by doing the mine throw after picking up the laserblaster.Kyto toilet door lureWhiteted Strats2021-12-05 | With the guard in the next cubicle lured and unloaded, he's trying to travel directly through Bond's cubicle door. When loaded he seems to correct this on the next frame, but this gives a 1 in 10 chance to open the door for us.
Definitely handy for a TASFrigate 00A lures testingWhiteted Strats2021-11-22 | This TAS was largely successful in subtle changes to lure guards better with 2 aims: 1) Minimise the number of guards flowing against the 00A hostage, particularly by luring them into the SA hostage's area 2) Ensure a completely clean (if possible) route out for the agent hostages.
However the 00A hostage got pretty stuck in the engine room, and there was a very unfortunately placed guard right outside the engine room, who made the 00A hostage load and spin for a long time trying to open the door.
The SA hostage escaped on 1:00 pace at the nearer helicopter spot, which is the 3rd closest, so made good pace despite having more guards going against him. The agent hostages were indeed unopposed, with the nearer one escaping at the far helicopter spot, the 2nd further spot, inside 59 seconds. The far agent hostage escaped at the best spot during the bridge bomb pause.
An important technical point is that if guards are lured towards Bond before the corner at 0:25 then they will go through the SA hostage's room to reach Bond (good), else they will go through the engine room (bad).
The strats used are: 0:13 - Switch to pp7 on the ramp, 1 then 3 shots. One bridge hostage hears the 3rd shot, the other the 4th, ensuring more of a gap between them so they stay unloaded. Not strictly necessary but nice.
0:18 - Single d5k shot just after entry to lure the guard in the corner of the nearer agent room out. May need 2 shots if doing the normal d5k lure above. He reaches us and retargets within 7s and so heads into the SA hostage's room (or around there) rather than going through the engine room.
(The weapon switches and shot at 0:21 are manipulation to stop the grenade guard seeing me & the guard at the end of the corridor sidestepping, both of which are abnormal and upset my testing)
0:22 - (probably a bad idea) opening the door to the engine room. This mainly lets the guard on the catwalk in the engine room see us shoot the other guard, luring him off his spot. Oddly enough he makes the engine room hostage load as he tries to run underneath. On reflection I think this causes more problems than it solves, and is probably infeasible anyway.
0:24 (really good) continuing to shoot the d5k until after I've left the SA hostage's room. This lures just the left pipe guard (in the boxes room) down, out of the way. This is fantastic because it's a time when lots of other guards are heading down, so will barely impact the SA hostage. Leaving him by the pipes will either mean he sees you and follows you up (bothering the agent hostages) or you do the phantom shots on the stairs and he runs down and into the engine room against the 00A hostage. This may be possible with a 4th phantom shot but you must be careful that the bug-throw-door-opener guard doesn't hear you.
0:29 a little note on going into the engine room to pause which I didn't realise. The guard unloads then loads and spins to see you, staying out of the hostage's way. I suspect it's good to pause less far in, and against the left railing, so that the guard sees you sooner, but whatever works.
0:38 I did manage to squeeze in a switch to a gun & shot to increase the 00A hostage's odds (2.2x the odds). This may only be possible where the hostage hasn't made it so far down the stairs though, and it did make him spin which may not have helped him in the engine room.
0:40 With the above lures, the phantom lure is only definitely pulling out 1 guard - the one in the 2nd agent hostage's room. If done with 3 shots, and the 3rd literally at the top of the stairs, it shouldn't cause any problems, but more noise or sooner could relure other guards. Personally I'm tempted to skip it and just put up with being shot at by that guard, though I have tried that on console before and found him to be a right pain. Note that there is also the guard upstairs in the corridor who may or may not see you as you come in at the start.
0:45 I killed said lured guard, again probably a good idea if you are going to lure him, else he'll follow you through the agent hostages. The worst thing which could happen is the 2nd agent hostage loading and then spinning on the chair.
0:50 A pretty subtle one, I am slightly in the doorway as I pause, which makes guards think I'm outside. This makes the guards run out the other door rather than through the agent hostages, in particular the deaf guard at the pipes who is chasing me. What's interesting is you can even get this to happen with the door shut, by pausing in the corner near the hinges.
0:57 epic backstrafe, though the throw was holding z coming out of the pause, and so is much too agent-y. You should put some more pace on it.
1:09 epic nuts shot to get 2.2x the odds on the bridge hostage. Although this movement is very TASy you don't need to lose much time to do it. Also worth stressing the lookdown leaving, avoiding looking over the boat and loading hostages.
1:14 a lot of waiting..[TAS] Silvereye Antwerp Recruit 1:25.12Whiteted Strats2021-11-21 | Skipping the keyguard at the start in favour of squeezing an elaborate lure into the long evil-nat 'protect'.[NTSC-U] Frigate SA 1:03Whiteted Strats2021-10-27 | System PB. Absolutely horrific ending but the bridge hostage was spinning about opening doors so it kinda worked out. Will be going for lower.[PAL] Frigate 22 WRWhiteted Strats2021-10-17 | A was actually on screen for the final frame but in OFOS style it wasn't captured. I dithered at the kill but it was a pretty fair decision as I got a pretty bizarre kill with miss - right shoulder - left shoulder, and I had good pace until then. The return had a slight stuck in the middle, full back boost and a lot of trouble fighting my way out of the end of the corridor, so 21 wasn't really a possibility. Surely lower than my NTSC 22, so that's technically a pb :)Bad sesh bad death animationWhiteted Strats2021-10-02 | It was not legit because my 2nd shot on the 2nd taker landed in his gut and I got a bad death animation. But I didn't know that I clutched out a good run from an otherwise pretty shabby sesh :)
Not giving up21 pace A #2 ..Whiteted Strats2021-10-01 | The guard probably would have just about scammed me out of 21 pace, but it's very likely that it was actually still pace to the boat
So about 5cm away from the untied..Fast 21 startWhiteted Strats2021-10-01 | ...Archives Mishkin door lureWhiteted Strats2021-09-18 | By only firing 4 shots, and cutting cinema so that you'd just have time to build full speed with 2.x, you can lure the 1st door upstairs open without the patrolling guard hearing you. This will only work for this cinema, not the other one, because the patrolling guard has nearly twice the hearing range of normal guards, and he'll come too near.
This will make the 1st door lure less consistent, because you need to be a bit closer when you fire that 4th shot, but the guard who opens it will tend to be further back when he does let you through.
The patrolling guard should always have made it inside Miskhin's room on console, since it was comfortable here in TAS.[TAS] Dizzy Dinghies Course 2 in 21.90 (still no RFD)Whiteted Strats2021-09-12 | Originally uploaded Jul 13, 2021 .. but not included in TASpap. I was considering completing a course 3 TAS also without using RFD and then I might have included all 3, but I saw how courses 2 & 3 clearly wouldn't be strong without using RFD. Something would be taken away from the 17.00 if that used RFD so I decided to just make the Tony Hawk 900 meme instead.
~~~
I really need to get on the Rapid Fire Drift tbh, this course could definitely benefit from it in the two hairpin corners.
The start is pretty lazy since I figured the starting angle didn't look to be too bad a line, but it's unlikely to be optimal. Also looking back at the map I think it could do with some wiggling turn buffer wizardry to turn later but sharper, since the big turn in bulges out from the geometry.
In the first corner the turn is so sudden that the nose of the dinghy actually comes past 90 degrees to point back slightly against the direction of motion, costing a little speed. I tried letting off just enough to maintain speed but that lost about 0.01 so I kept it as was. I assumed it happened in all full turns but it didn't happen in later corners, so I think a different initial approach would have fixed it. Either way with this run losing some speed as is it's ripe territory for RFD.
The 2nd hairpin is decent but I wasn't sure how wide I should approach it. It stands out on the map as hugging the geometry the least, so essentially you are just bottlenecked on rotating the dinghy itself, which you can start earlier with RFD.
Through the chicane and around the top is really nice, with lots of counterturning buffer shenanigans and insanely tight corner cutting. The final right turn isn't perfect but with 26% of a frame overshoot there was no chance for a frame lower. The ending does the 'bobblehead wiggle' alternating between full left and full right to turn by 0 on each frame, and save having to tidy up exiting the final corner. This can be used anywhere but the wiggling has to align with the next corner.
Overall though the time is far from maxed - certainly 21.86 is doable, very likely .83 and probably .80 .[PAL] Frig 21 legit fail #2Whiteted Strats2021-09-06 | Originally uploaded Aug 18, 2021
or maybe #3 I was just thinking before the run that my hands were getting sweaty so I took a little interval to wash them[TAS] Dizzy Dinghies Course 1 in 17.00 (No RFD)Whiteted Strats2021-09-06 | Originally uploaded Jul 12, 2021 Released during TASpap. This beats the existing WR (and TAS) of 17.03 by a single frame.
The A button is held throughout this run, so this is technically vaguely humanly possible, though there is only 23% of a frame to spare at the end - it's a "high 17.00". The run does also deliver tiny movements on the stick for a single frame to fight the rounding which the turn buffer does, allowing for a much wider range of angles (da dum tsch), but you could TAS 17.00 without those.
Rapid Fire Drift (RFD) is where the A button is pressed and released on alternate frames, i.e. 15 presses a second, and so is strictly TAS-only. This maintains ~98% speed with the speed type dinghy, but reduces your "traction", allowing you to drift into corners and then regain traction to turn even tighter. I don't think it will be so helpful on course 1, but 16.97 may still be possible with it.
A good chunk of my week's isolation was spent working on this game, reversing the collision and precise details of the movement. Then I recreated the engine in python and had a little pyplot front end to map out the route and show if it overlapped the collision. After correcting a few bugs it matched what happened in TAS and I could create a very tight line and fly over the finish line :)21 A complete no B, no soundWhiteted Strats2021-09-06 | Originally uploaded Jul 10, 2021
Not sure if it's good or not given that OBS decided to select the wrong audio device by itself and I didn't notice. The 1st run of the night with the bridge hostage escape after a long dry spell :(
A pretty nice run with a bad bug. It's too high but it may have actually still landed if I kept looking at it. The music was very fast in the ending so I actually hesitated a bit, and still got A up in the ending. All limb hits except for a headshot on the bridge taker presumably.[TAS] Dam SA 1:00Whiteted Strats2021-09-06 | Originally uploaded Jul 5, 2021
Released in TASpap.
A good gate, strafed 1st alarm, flicked lockshot and window shot 2nd alarm sets up a 3 second cut on the original TAS. The ending relies on the guard never hearing us because we are off the edge but held high up, which will be ideal if it can be consistent on console.
59 was the original target but I knew it was going to be tight, and 100 looks very clean. This uses the "quickpause strat" to lag the guard off the edge, but switching weapons to create the lag it would definitely give 59 if the lured guard was set up to be a bit further right.
I couldn't manage to fire the pp7 fast under the heavy lag so I killed the alarm guard for his kf7 - he didn't want to boost me anyway. The 2 pp7 shots after the quickpause are just to clear my ammo so I can do the "hold z on no ammo" strat to avoid the switch to no weapon.[TAS] Caverns SA 1:02 PALWhiteted Strats2021-09-06 | Originally uploaded Jun 25, 2021
Beating my agent PB yikes.
This TAS uses my new SA A-from-above strat, which manages to save the 1st scientist using a bit of voodoo.
The noise at 0:16 has the scientist hear us, and from this point he's repeatedly trying to run at 90 degrees to Bond (in either direction) but has no room to either side. At 0:19 we keep right until the last moment to still prevent him from trying to run. Then swerving left we have a few frames where the scientist has room to run, but this is between 2 runs of his script. He doesn't choose to run until we're up into the double doorway. At this point the game considers him to be "on screen", and so when he tries to run he will actually move.
He can randomly run between 2 and 4 metres, and we need towards the top of that range. He runs away to the left underneath us, out of reach of the 3rd mine.
The mine throws are quite complicated, but these are by far the most practical throws. The first two will do the same damage wherever they land in a large square on the wall, so are not at all precise. But the 3rd one needs to be placed very close to the catwalk edge to keep the scientist alive. It can actually be too far right though, which will reduce the odds of A completing.
The other lower scientists are quite easy, shooting past and injuring the left-most one so that they both run away.
But the 1st scientist is still not safe, which was a slightly unpleasant surprise to me when I got to this point. The problem is that he is well in range of one of the exploding consoles. Fortunately the strat can be saved by firing a few shots into the floor which prevents the console from exploding (though it still breaks). The splashes from shots are considered to be mini explosions so it's easy to convince the game that there are enough explosions as it is :)
Finally A comes up and all 3 lower scientists are alive, and the main work is done. The B room is done using a TAS strat that I came up with ages ago, where you take the consoles out with 9 consecutives shots, which is much faster than waiting for a weapon switch after the mine throw.
This is possible by closing the door on ourselves to keep us in position while maintaining fullspeed, and shooting through a rather precise point in the floor.
The mine throw is done from further away which makes it tricky as you have to be further left to get enough height on the throw, because of the shape of the archways. I actually threw it in just c-up here, but the mine didn't want to quite go far enough so I had to time a large lag spike to make it land on the raised area rather than just before it.
Finally there's enough lag at the end to just run straight into the lift without switching weapons which is cute.R-lean & BBT demo runWhiteted Strats2021-09-06 | Originally uploaded Jun 14, 2021Robbery comparisonWhiteted Strats2021-09-06 | Originally uploaded June 6, 2021
The starts are comparable, but the 22 opens the door a frame earlier and gets through the door a touch quicker. The Robbery's stuck in the middle costs the lead that earlier strafing gives, but no reload on the kill gains it back.
The stark difference is after the pause, where a faster throw and god-like backstrafe wins a tonne of time. You can also see that the 22 lost more time after the middle than just the back boost, as the Robbery is still well ahead before it crashes into the door.[TAS] Dam SA 1:03 (piggyback strat)Whiteted Strats2021-09-06 | Originally uploaded May 31, 2021
"My god Doak is fucking blessing TASpap"
Shooting through walls is easy, but objects crucially have to be 'on screen' for bullets to hit them. This usually coincides with them pretty much actually being visible on screen. I'd been meaning to look at the Dam cams for a while but I didn't think there was much potential - most of the odd shots work on the 1st two alarms, and start by breaking the glass to see the alarm, which doesn't work on the last alarm.
But I noticed that the moment you cross into the ending, all the alarms are suddenly "on screen". I imagine this is some slight hack to allow the wide panoramics in the cinemas. I found you can override the automatic switch to no weapon, and can look up/down freely using 2.3, but your angle left/right is fixed except for headroll. You have 6.8s before the cinema fades out automatically, so the potential looked great.
The problem is as soon as the ending starts you are given a constant speed away from the dam, and you fall under gravity. Getting stuck high up doesn't seem to be an option, and after getting stuck inside a guard didn't hold me back, I was starting to give up hope but I supposed that I should try actually standing on a guard. Sure enough he holds Bond back!
The lure is pretty easy, and adjustable with cinema timing. Standing on him correctly seems a bit tricky: He still animates away and if he moves too much he'll let you go, but this doesn't seem very common.
Then the shots are precise but you can fight headroll vertically with 2.3, and time your 2 clips of shots to fight it left/right. Of course the line up is a little blind, but some practise roms should help.21 pace A / last A in fullWhiteted Strats2021-09-06 | Originally uploaded May 24, 2021(NTSC only) Egypt Tile Warp tuteWhiteted Strats2021-08-30 | So nearly got to upload this as my pb video I did forget to mention that it's NTSC only but it's in the title nowTASpap : A Goldeneye unhoardWhiteted Strats2021-08-29 | TASpap released yesterday, a shorter Goldeneye hoard which packed a pretty big punch. Old strategy ideas were realised, new strats were found and WRs were chased. I'm not sure I have further words to describe it so you'll just have to watch it.
Huge thanks to all the runners, especially the "frigpapers" which is probably my favourite segment. And of course thanks to all the editors: BK (banging tunes), Calle (epic edits) & BDown (Intro, RH, MDC, Credits, you name it)B2 R-warp tuteWhiteted Strats2021-08-07 | This tute just focuses on the R-warp : See runs or another tute for actual strats for 21/20/etc.
Uploaded May 28, 2021 originallySilo gap r-warp demoWhiteted Strats2021-08-05 | My FriEnds