Man, nobody tells me about this stuff. This would've been fun to help with on an advisory level. I was hoping that Uroboros and Arukado were going to be finished with their PSX run, but I think the N64 version is more interesting from a TASing point of view anyway.
I attempted to run this in mupen a long time ago, but I think emulation for this game was very premature at the time. That, and, well, I prefer to do real-time runs of the game anyway, lol. I couldn't speedrun the N64 version of the game since I would have to retrain myself how to play the game completely, but the alternate control scheme and the fact that it nixes turning animations altogether makes for some pretty fun zombie dodging.
There's still a lot of time that could've been shaved off. I would've voted for a reject, though I like a lot of the things he does for some of the more problematic areas. Not much research has gone into making this TAS though, from the looks of it.
First, he doesn't use the rapid fire bug. This can be done by rapidly hitting R and L while firing, as it's an animation cancel. I don't remember the specifics, but there's no reason you shouldn't be able to do it in the N64 version either; it's a bug that exists in pretty much every classic RE game.
I like the idea of picking up the second Red Jewel when he does such that the items fall exactly into place when he uses them, but I'm pretty sure one cursor movement would have been faster than moving back about 6 frames to pick it up after shoving the second statue in place.
There's a Japanese TASer named じっかちゃん (
https://twitter.com/chan_jikka) who is working on the PSX version of the game, and I saw one of his WIPs on Nicovideo. His basketball court route iirc knocks back the zombies with downward critical handgun shots.
What really confuses me though, is why he doesn't carry the handgun with him... Especially when he goes to fight Birkin's claw on the cable car from the sewers to the factory. Shooting the claw makes the fight go way faster than just letting Ada shoot it, and you can re-equip the Magnum very quickly upon using the D-key prior to the G2 fight.
Moreover, by taking the handgun, he could've used one less Magnum bullet on the Alligator in favor of juggling ammo pickups. Bending down to pick up the one clip of Magnum bullets in the train is kinda slow compared to picking up the 3 clips that are sitting on various tables.
I like his Super Licker hallway, getting the one to leap offscreen is pretty awesome and I wish I could replicate that on the PSX version. Something tells me I couldn't, given the extra frames I'd have while turning.
Very nice MO Disc room too. It's possible to get through the hallway to G3/G4 without shooting any zombies, though. Watch Trevor Seguin's Biohazard 2 run on SDA.
G3/G4 is pretty nebulous though; even I'm not sure of the fastest pattern to beat him because he's so random and it's difficult to find a way to manipulate him. In my best run though, I ran behind him to the 3 O'clock position before shooting 3 times in the foot so that when he transformed he'd just keep jumping in the corner of the room; I pretty much never stopped shooting.
Also, hooray, a stream-watcher! I beat Moku-gyo's run on the US version via PSP (1:07:26) maybe a week before this TAS was published. I'm convinced that in-game time as a metric is really bad for speedrunning this game, as each console always has some minor nitpicky thing to differentiate loading times and whatnot (save for running on PSP, which runs an official emulator and has no moving parts). Room-for-room comparisons OTOH are better for that.
As far as version differences go, this version can skip FMVs, but not doors or game-rendered cutscenes. The loading of backdrops as you move through a room is also very slow too, which completely baffles me.
Lastly, no, you don't skip FMVs by opening the disc tray in the PSX version =p