Active player (470)
Joined: 3/30/2012
Posts: 405
We stopped working on the Nightfire TAS for quite a while, but we're back. Gamerfreak5665, Aleckermit, and I are resuming the 007: Nightfire TAS. Here 's a video of what Aleckermit has done with the 3rd level, Enemies Vanquished: https://www.youtube.com/watch?v=ETw6xaTeYhI
Experienced player (690)
Joined: 11/23/2013
Posts: 2232
Location: Guatemala
Yay! Project's not dead! That car sequence was so fast damn...
Here, my YouTube channel: http://www.youtube.com/user/dekutony
Active player (470)
Joined: 3/30/2012
Posts: 405
Kurabupengin wrote:
Yay! Project's not dead! That car sequence was so fast damn...
Just wait until you see some of the later levels. It's gonna be so crazy. There are so many new skips and strategies that several RTA runners have beaten the current published TAS (ignoring loading times since they were really inaccurate when that TAS was made) Edit: I should have mentioned that this level is 12 seconds faster than it is in the current published TAS
Former player
Joined: 6/30/2010
Posts: 1107
Location: Zurich, Switzerland
I just love how broken EV is, it's ridiculous! And perfect for a TAS ^^
Current project: Gex 3 any% Paused: Gex 64 any% There are no N64 emulators. Just SM64 emulators with hacky support for all the other games.
Active player (470)
Joined: 3/30/2012
Posts: 405
Hey, guys! It's been a while since I posted here about the Nightfire TAS, but I just wanted to let everybody know the TAS is done! I won't spoil the final time, but it's crazy fast. Way faster than the 4-year-old run published on this site today. Anyway, I plan to reveal the run for the first time on my twitch channel within the next few weeks. The other authors, gamerfreak5665 and aleckermit will also be there. I'll post here again when I have more info about the time and date of the reveal stream. https://www.twitch.tv/fitterspace edit: I should also briefly mention how the new TAS is different than the old one. The Nightfire speedrunning community has grown a lot over the past 3 years, and lots of new glitches and optimizations have been found in that time. One of these new glitches lets us skip over 2 minutes of waiting in a scripted scene. But there are plenty of smaller time saves that all add up to several minutes of gameplay improvements throughout the run.
Active player (470)
Joined: 3/30/2012
Posts: 405
Tompa
Any
Editor, Expert player (2215)
Joined: 8/15/2005
Posts: 1941
Location: Mullsjö, Sweden
The live stream is starting in 7 minutes, for those interested =).
Active player (470)
Joined: 3/30/2012
Posts: 405
Now that the 007: Nightfire TAS has been published, I wanted to briefly go over some of the known improvements as well as improvements that have been found since its publication. Since the TAS was worked on for almost 2 years, some optimizations were found during the TASing process when it was too late to go back and add them. Thankfully, none of these known improvements are more than a few seconds. I also want to talk about my plans for TASing this game again in the future. Almost every level in the current published TAS has known improvements in them, although most of them are less than 1 second. The Exchange: I was still pretty new to TASing at this point, so I feel like my optimization could have been better. It's hard to say exactly how much time could be saved in this level, but I know for sure I could save at least half a second when passing by Rook in section 3 (The Party) Alpine Escape: Shooting the big gate switch is about half a second faster than shooting the big door itself because the snowmobile starts moving sooner. This is enough of a time save to make 4:02 on the in-game time possible. Enemies Vanquished: When going out of bounds, you will always remain at whatever angle you had before going OoB. The current TAS gets a line that is ever so slightly to the right of the target area at the end, so aleckermit pressed left every 40 frames to accommodate for that. Assuming a completely perfect line is possible here, that would save some frames. Double Cross: Mayhew runs faster when he's on-screen, so the TAS does this at all times. However, at the very start of the level, Mayhew won't move until Bond reaches a certain point in the level. The current TAS keeps Mayhew on-screen by walking backwards to that point, but strafing there would have been faster since Mayhew doesn't move at the start of the level anyway. Night Shift: The elevator clip at the start of the mission could have been a little bit faster, but everything else is good. Chain Reaction: A new clip was discovered that lets you take a more direct path to the end of section 1, but this wasn't known until later. Phoenix Fire: A new clip with the Ronin in section 2 saves roughly 15 seconds, but this was discovered after the TAS was published. Also, putting away the gun at the start of the level prevents a civilian from running and getting in your way. Deep Descent: The torpedo shot at the last laser grid is slow. It would have been faster to go more to the left to get a better angle on the shot. Island Infiltration: Going to the left side of the enemy base (the one with the helipad, near the start of the level) would save frames compared to going to the right side, since there is one less obstacle on the left side. Countdown: A speedrunner named Matimbre did a weird clip after the security room that would have saved a second or so over the current TAS. But this has never been replicated before. Besides that, this level is up-to-date. Equinox: This level is completely scripted, so the TAS ties basically every other speedrun ever done. Overall, I think the current published TAS would be roughly 20 seconds faster with all of these improvements implements. Here is a list of theoretical time saves that have yet to be found: Night Shift: Getting up to the rooftop in section 3 without going inside would save 45 seconds. This is because the mission is triggered to end when you jump off the roof with the parachute. The objectives inside the building are only completed because it gives you access to the roof. But getting up there immediately would skip all that. Deep Descent: Getting out of bounds at the start of the level would save a lot of time. Maybe 2 minutes? I don't think anybody has timed it precisely, but it's possible to complete the level without doing any objectives as long as you get out of bounds. Once you get out of bounds, you would drive straight to the end of the level and kill the boss, much like Enemies Vanquished. Countdown: Clipping straight through the locked door in section 3 without having to go to the 2nd floor would save a few seconds of travel time. Another thing that would make the run faster is playing on the easiest difficulty instead of the hardest. I know people on TASVideos generally prefer runs on the hardest difficulty, which is what the current TAS plays on. However, the difficulty doesn't really change much about the game. The only real difference is that Bond takes more damage and deals less damage. So boss fights take a little longer and that's basically it. However, there was one compromise I had to make because of the difficulty. The boss fight in section 1 of Island Infiltration is a few seconds slower because I could not survive that fight on 00 Agent difficulty. It would be faster to shoot 2 missiles as soon as you spawn, then shoot the next 2 as soon as you're doing reloading. But the time it takes to reload was more than enough time for the enemies to kill me, so I had to grab the body armor while I was reloading, then drift around and shoot the boss again. Overall, I think the easy difficulty would be 20-30 seconds faster, but I could understand why some people wouldn't want that. It's definitely something I would ask people about before starting a new any% TAS (which is not going to happen any time soon, by the way). In this post, I also want to mention a fun category I came up with a few years ago called "All Tokens". In this category, you play on a completed save file and collect every hidden 007 Token in every level. You could consider it a 100% run. The reason it requires a save file is because the 007 Tokens only appear in a level after earning a gold medal in it. I think a full-game TAS of the All Tokens would be a really entertaining run because it showcases parts of the levels you would never see in a speedrun. I think it's cool because it adds more objectives to the game, rather than simply getting to the end of each stage as fast as possible. The current All Tokens world record is just under 52 minutes, so a TAS of it would be 40-45 minutes long. I'll edit this post later and add a few links to some of the time saves I'm talking about so you can see what they look like in action.
Active player (470)
Joined: 3/30/2012
Posts: 405
https://youtu.be/DpokKolM4hE Here is a quick TAS I made for the Phoenix Fire mission. It's a 12 second improvement over the current published TAS because of a new clip that was found shortly after that TAS was finished. Here is a short description of each section. Section 1: I save a few frames over the published TAS by putting my gun away when I spawn. Normally, a civilian will run away when they see you holding a weapon. Since I put it away, she doesn't run in front of me and I'm able to take a more direct line to the door I'm going to clip through. I won't be needing the frag grenade that the first enemy drops, so I don't need get my gun out to shoot him. Section 2: Thankfully, there is a Ronin directly in front of me when I spawn. I pick it up and place it in a particular spot. This allows me to clip through the wall and go straight into the next loading zone. This clip saves 12 seconds over the published TAS because I don't have to go all the way around the map to get there anymore. Sections 3 and 4: These sections are the same as the published TAS. I clip through the elevator to skip a long autoscroller, then I clip through a locked gate to complete the mission. I should mention that I don't have any plans of starting a new any% TAS any time soon. If I do another Nightfire TAS, it's going to be for the All Tokens category. But documenting all the known improvements to the published TAS is a good thing to do.
Active player (470)
Joined: 3/30/2012
Posts: 405
https://youtu.be/F9LiIQYTMfA I recently started a TAS for the All Tokens category of 007: Nightfire. It's a really cool category where the goal is to complete every level while collecting all of the bonus 007 Tokens hidden throughout the game. Each on-foot level has 7 of them (except one level that has 8), and the driving levels usually have between 3 and 6. I think it would be an interesting category to have on this site since it offers very different content than the current published any% TAS. Besides the route, there are a few differences between the playstyle of this TAS compared to the any% TAS. For starters, this TAS plays on the easiest difficulty instead of the hardest difficulty like the published any% TAS does. This is because there are some strategies and time saves I want to take advantage of that aren't possible on the hardest difficulty due to the increased damage you take. For the any% TAS, I chose the hardest difficulty because it's the difficulty the TAS before that played on and because it let us show off some cool strategies for the boss fights without being that much slower overall. For All Tokens, the hardest difficulty is quite a bit slower and less entertaining since there are some glitches and strategies I can't do. The longer boss fights also don't add any entertainment value over the published any% TAS. Next, this TAS uses an in-game password to unlock the 007 Tokens. The tokens will only show up in a level after earning a gold medal on it. Using the password allows me to unlock the tokens without making my own save file beforehand. I've spoken with a TASVideos admin about this and they said it would be okay for this run to do that, since there is precedent for it on the site and the movie rules allow for such a thing as long as it's used only to unlock bonus content or to create a NewGame+ file, which this TAS does. I'm looking forward to doing the rest of the levels since this category shows more of the game than the any% TAS. If you watched the published TAS and didn't care for the numerous out-of-bounds glitches and skips that send you straight to the end of the level, I think you'll like this category better. It still has some glitches but there's a great balance between normal gameplay and crazy glitched gameplay. As mentioned earlier, this category will also have a lot of different strategies than the published TAS that takes it to parts of the missions not shown in any other category. I estimate the finished TAS will be about 45 minutes in length.
Joined: 2/28/2012
Posts: 160
Location: Philadelphia
I'm looking forward to more All Tokens WIPs. I agree the additional content for this goal should involve some interesting routing and techniques and should make a good TAS. Best of luck!
Active player (476)
Joined: 2/1/2014
Posts: 928
Love it so far!
Active player (470)
Joined: 3/30/2012
Posts: 405
https://youtu.be/dVYljQJQIrk I've finally finished the 2nd level in this run. This took me a long time because I took a break from TASing for a few months to do some RTA speedruns of other games. I rotate between speedrunning and TASing every few months so I don't get bored of either one. Here is what I have to say about this level. The movement in the first section of The Exchange is trivial, for the most part. When I gain control, I turn around, jump off the building, and move toward the first token. A few of the levels in this game have a token placed behind your starting point. After picking up the token, I turn back around and jump over a mound of snow to get a better line to the next area. Normally you move slower when going up slopes or stairs, but pressing the jump button temporarily puts you back up to full speed. So I mash the jump button every other frame while going up slopes so I’ll go a little faster. When I get over the snow mound, I shoot a bunch of times so the guard up ahead will hear me and run toward me. Yes, I have to shoot the P2K a dozen times for him to hear me from that distance. This means I can kill him and pick up his covert sniper rifle without losing any time. One of my soft goals for this TAS is to show off as many different weapons as possible, and this is the only chance for me to get a silenced sniper rifle. Anyway, I jump off a cliff to land on another token and pick up some body armor at the same time. I do a tight jump after grappling up toward the castle that allows me to skip the animation where Bond slowly walks along that ledge. I still have to press A to start the animation, but it ends after one frame because i’m already across the ledge when it starts. I have to walk forward for a few seconds after instead of strafing because starting and ending that animation affects my movement in a weird way. For whatever reason, this specific animation prevents left and right movement from working, so I can’t strafe immediately like I normally would. Anyway, now I get out the sniper rifle I picked up earlier and quickscope an enemy standing in front of the next door. I really enjoy the variety of weapons 007: Nightfire offers, and I’m going to take full advantage of that for the remainder of this TAS. In the next section, I turn to the right and shoot over the civilian’s shoulder to kill another guard. When I go down into the wine cellar, I shoot a bunch of barrels to knock them over, giving me a more direct path to the next token. A Nightfire speedrunner named Matimbre found that the moving barrels can instantly flip you around if you move into them in the right way. A video of this glitch can be seen here. This TAS doesn’t do this because it requires moving into the barrels for about half a second, so it was slower in the long run. I wanted to document that here because it was a really cool idea that unfortunately didn’t work in the end. After leaving the wine cellar, I make my way to the spiral staircase that leads up to the next token. This is the first time in the run where I take advantage of Nightfire’s aim acceleration. When you turn the camera with the c-stick, the speed the camera turns at increases over time. So the longer you hold the c-stick, the faster the camera will turn. If you are turning the camera to the right and you flick the c-stick to the left, the camera will turn left but it will continue to accelerate as long as you don’t let go of the c-stick. At this point in the run, I need to get up the spiral staircase as soon as possible by turning 180 degrees as quickly as possible. As I’m going toward the staircase, I flick the camera back and forth for about 2 seconds so I turn a lot faster while going up the stairs. Flicking the camera like this doesn’t lose any time over short distances and almost always saves time for 180 degree turns, but I chose not to do this too often due to the annoying nature of this kind of movement. I decided to only use it in cases where there are no alternative ways to get somewhere quickly. By the way, the horizontal and vertical camera movement have separate acceleration values, so flicking the camera up and down doesn’t affect the horizontal sensitivity, and flicking right and left doesn’t affect the vertical sensitivity. While I chose not to use this style movement unless it was the only option, there is an alternative to this camera acceleration that is slightly slower but much more pleasing to the eye. I’ll talk more about that in the next paragraph when it’s more relevant. Now that I’m up the staircase, I take advantage of the sniper rifle’s inaccuracy to kill the guard at the top of the stairs without looking directly at him. That saved a few frames over using a more accurate weapon like the P2K. After picking up the fourth token in the level, I clip through a little hole in the fence and get to the end of the map. As mentioned earlier, clipping is done by pulling out a weapon or gadget and standing up at the same time. By moving into small objects that you aren’t supposed to stand up under, Bond will get pushed through the floor, allowing him to clip through many walls and floors in this game. Starting in section 3, Drake’s party, Bond is unable to do any suspicious activities such as jumping around or using his weapons. This part of the mission is all about optimized movement and creative use of the glitches available to us. Because Bond’s movement is a little slower than normal here, clipping through doors is slightly faster than opening them and walking through because clipping through will push bond ever so slightly forward. Clipping through the first door saved roughly 0.1 seconds. It’s not a lot of time, but small things like this add up over the course of the run. The next clip I do not only lets me go through a door, but also the person that opens it, since Bond can’t occupy the same space as another person. As a result, I get pushed several feet forward because Rook, the guy that opens the door, is a pretty big dude. There’s not much to say about the rest of the movement here. The next 20 seconds is all about optimized movement and not much else. However, once I talk to Dominique, I’m allowed to move at full speed and use my weapons. This is where the action begins. I pick up one of the remaining tokens and immediately clip through a bookshelf to cut off some travel time. Normally, clipping out of bounds requires standing under an object you’re not supposed to be under. If you stand up and pull out a weapon or gadget at the same time, Bond will be in a weird state that is between crouching and standing up. Moving under a small object like a table or chair during this time is how most clips are done. But what if there are no objects to clip under? If you press the crouch button on a certain frame during this weird standing animation, Bond will crouch again and fall partially through the floor. Moving into certain objects or walls during this time will sometimes push bond all the way through the floor, allowing me to get out of bounds in rooms that don’t have objects Bond can crouch under. I call these “Squeeze clips” because it looks like Bond squeezes through the floor. After picking up the token, I take advantage of the aim acceleration trick I mentioned earlier to turn up the stairs faster. However, instead of flicking the camera left and right repeatedly to increase the camera speed, I chose to hold the C-stick just outside of the deadzone to preserve acceleration from previous turns. First, I turn to the right to go up the first set of stairs. When I’m done turning, I hold the C-stick barely outside of the deadzone. This means that the acceleration I’ve built up already can be used for the next turn. After the second turn, I continue barely holding the c-stick so my camera continues accelerating slightly, without being annoying to the viewer. You can see that the third turn going toward the door is much faster than the previous two turns because of this. The first thing worth noting in section 4 is the out of bounds clip in the safe room. This clip works because of the weird collision Bond has with moving objects. As shown in a video I linked earlier, walking into moving objects can cause weird things to happen. In this case, the safe door falls down and makes Bond flip 180 degrees. It also pushes him through the wall, which is convenient. It doesn’t save much time, but it looks awesome. When I jump down toward the final token in the level after getting out of bounds here, I go a little farther to the left than you might expect. This is because there is an unfortunate valley in the ground in front of the railing I need to jump over. As a result, it’s slightly faster to go a little to the left because you save more time going over the rail this way than you would with a better line. The only thing left to do now is get to the gondola with Zoe and shoot down the helicopter. I managed to save a bit of time in the boss fight by shooting the first rocket while I’m as far away as possible, then moving toward the chopper while shooting the other two. This means I can shoot the rockets a little earlier, saving a bit more time.
Former player
Joined: 6/30/2010
Posts: 1107
Location: Zurich, Switzerland
That was a great showcase of how broken this game is, I can't wait to see more of it! This category is perfect for a TAS.
Current project: Gex 3 any% Paused: Gex 64 any% There are no N64 emulators. Just SM64 emulators with hacky support for all the other games.
Active player (470)
Joined: 3/30/2012
Posts: 405
https://youtu.be/VZYtObu28A0 Here's a nice time save in the Night Shift level. When you press A to use the keypads beside some locked doors, Bond will continue to move for one frame. If you cancel the keypad and open it again the next frame, you can continue moving, even through walls. How this wasn't known until now is beyond me. Unfortunately, this doesn't save that much time in a TAS since you can pretty easily type in the keycode in a matter of frames, but this is a tiny bit faster and it looks hilarious. There is another spot later in the same level where this could save time if someone found a way to get back out of that room. I'm sure someone will find it eventually since now there are going to be people looking for it.
Active player (470)
Joined: 3/30/2012
Posts: 405
https://youtu.be/7jBuGiuatrc After a long break, I've finally started working on the All Tokens TAS again. This is the third level in the game, Alpine Escape. This is an on-rails mission, but there are some really creative strategies that helped me save 6 seconds over the published any% TAS. Thankfully, this is the only level in the game that is basically the same as an any% run (besides the time saves that weren't known when the any% TAS was made). Later levels will be very different, especially the next one. Check the YouTube description for more info.
Active player (470)
Joined: 3/30/2012
Posts: 405
https://youtu.be/wcDzbxnq4CU I've been making some insanely good progress lately. After only a week, I've finished the next level, Enemies Vanquished. I love the way this mission turned out in this TAS. It's got just the right mix of perfect gameplay and crazy shortcuts. As usual, see the YouTube description for a detailed explanation of everything I did here.
Alyosha
He/Him
Editor, Emulator Coder, Expert player (3821)
Joined: 11/30/2014
Posts: 2829
Location: US
Ha! That was awesome! Great work that was a cool level.
ViGadeomes
He/Him
Judge, Active player (311)
Joined: 10/16/2017
Posts: 461
Location: France
you did it mate ! crazy :D
Active player (470)
Joined: 3/30/2012
Posts: 405
https://youtu.be/aIwfQ9nowbE Here is the next level of the Nightfire All Tokens TAS. I really like this level because the gameplay here is so unique. The first section of this stage revolves entirely around a civilian named Mayhew who will give us information about Operation Nightfire. Before he does that, though, we need to escort him to his secret bunker where he will be safe from the Yakuza. The gameplay in this part of Double Cross is essentially guiding Mayhew along while killing enemies up ahead. What makes this interesting, though, is that Mayhew runs faster when he is being rendered. So I make an effort to keep him on-screen as much as possible to save precious frames. There are also two tokens in this section. The first is in the starting area in the far corner (relative to the starting point), and the second is on the second floor in the last room before the bunker. When the level begins, there are three enemies trying to kill Mayhew. In times like this, Mayhew curls up like a baby while I do all the hard work. Not only do I kill these enemies as quickly as possible, I also get them to have fast death animations. Mayhew won't start moving until the enemies are dead and their death animations are completely done playing. To get Mayhew to start moving even sooner, I jump into the garden area up ahead. For whatever reason, Mayhew starts moving sooner when you go into certain areas, and the garden is the closest one to my starting point. This is convenient because there is also a token near the garden. So I hang out there for a while, being sure to keep Mayhew on-screen. He'll stop moving for a second when I jump out of the garden toward the token, but that's unavoidable as far as I'm aware. As a result, I grab the token and get back in the garden as quickly as possible. Next, I go up ahead to kill a few enemies that will eventually stop Mayhew from moving. From there, I keep him on-screen while he's being shot at by multiple assassins. It's at this point where I have to run ahead to dispatch some enemies and collect another token, since I won't have time to do that while escorting Mayhew. In the last room, I throw some stun grenades and do a few precise jumps to reach the second floor sooner. When I grab the token, I immediately jump back down and start looking toward Mayhew again. From here on, the rest of the second is just walking Mayhew to his bunker. Sections 2 and 3 revolve around rescuing four of Mayhew's servants. These ladies are being held hostage by some assassins which I'll have to take care of. Of course, there are also some tokens to collect, so they'll have to wait. There are three tokens in section 2. The first is at the other side of the first outdoor area, the second is just across the water after rescuing the first hostage, and the last one is a room near the second hostage. When I leave the bunker and head toward the first token in section 2, I narrowly avoid jumping into the water when I go under the bridge. Getting into the water causes a small speed loss, so you won't see me do that. Once I get this token that is really far out of the way, I head toward the first hostage. Fortunately, I only have to shoot the hostage taker to rescue the lady. The rest of the enemies in the room don't matter. After getting the next token, I hug the wall so I can jump from the small ledge there into the next building. There are several ways to jump into that building from the opposite side you're intended to, but this is the fastest one I'm aware of in this category. The next hostage is in the final room just beyond the next sliding door. Instead of shooting the hostage taker in the head, I shoot a fire extinguisher near him to kill him while I'm turning toward the next token. This means I can kill him and rescue the hostage without losing any time at all. This isn't possible in any% as far as I know because the enemy's death animation when the fire extinguisher kills him is really long and drawn out. However, I have plenty of time since I need to deviate to get the token anyway, so his death animation is complete long before I'm able to finish that part of the level. In section 3, there are a few objectives I need to complete and two more tokens I need to collect. While I'm waiting for the dragon safe key to slowly go through its animation, I use a submachine gun to destroy some bottles of hard liquor which Mayhew won't be needing anymore. After that, I pick up the key card and tilt a painting on the wall to open a secret passageway. The hostage in the next room is a real pain to deal with. She's standing in the worst possible spot, assuming she wants to live. Once you kill the hostage taker, two more guards right behind her start shooting toward Bond. One of these guards has a shotgun, and the spread from that gun kills the civilian way too often. I had to do some weird movement to prevent that from happening, but I think I did a good job of making it look normal. After that, I do some really tough jumps up the stairs before doing the first out-of-bounds glitch in this level. Side note, aleckermit TASed this part in the any% TAS and I don't know how he didn't pull his hair out during it. The jumps up the stairs look easy, but you can't jump while moving up a sloped surface. I have to come at the stairs from a weird angle, stop slightly before hitting the ground, then jump again after that. It sounds easy, but trying to keep as much speed as possible while getting the jump at a good angle was harder than I expected it to be. After the jumps, I go to the left instead of going out the window because I'm going to do the first glitch in this level. I've explained how clipping works in previous posts, so I won't go into great detail here, but essentially I crouch, then pull out a weapon or gadget while standing up again. During this time, you can move underneath objects you can't normally stand under, which causes Bond to clip out of bounds when the standing animation finishes. This clip is really convenient here because I can collect the token that is just behind that wall and save some time along with it. Next, I kill the sniper on the other rooftop then shoot through a window to rescue the final hostage. The level is almost over, but there is one token remaining. I'll pick up the sniper rifle since it's on my path and because it'll be useful for the upcoming boss fight. To get the final token, you're intended to go inside the building I'm standing on top of and navigate through a short series of rooms. Instead, I can take advantage of another newly-discovered out of bounds clip to clip down from the rooftop straight into the room the token is in. There is one problem with clipping into a room, however. The door is shut. That doesn't sound like a problem, and to be honest, it's not. But doors in this game never open toward the player. When I open the door from the inside of the room, the door will open outward, which means I have to take a few extra steps to go around it. I can avoid this by looking at the wall toward the other side of the door and then pressing A to open it. The game thinks I'm opening it from the other side and therefor pushes the door into the room. Now the door is out of my way and I can save a handful of frames as a result. The fourth and final section of Double Cross is a relatively straightforward boss fight with a ninja. He can be quickly and easily killed with one sniper headshot on Operative difficulty, which is pretty hilarious. There is one difficult part about this boss fight, and it's that I need the ninja to do a cartwheel to the side. Enemies in this game are invincible during scripted animations, and the cartwheel is the shortest possible animation the ninja can start with. I make an effort to jazz up the boss fight a little by jumping off Bond's car and quickscoping the ninja in the face. The ninja also has a quick death animation, which ends the level much sooner than expected. I believe that's the fastest death animation possible.
Active player (470)
Joined: 3/30/2012
Posts: 405
https://youtu.be/x-UwfiB4YLQ This level, Night Shift, offers a nice change of pace from the previous level because the gameplay revolves around stealth. There are plenty of glitches to save some travel time, but this level is still pretty straightforward.
Active player (470)
Joined: 3/30/2012
Posts: 405
https://youtu.be/uN8BCBy-hqg I've started working on the All Tokens TAS again. I was nearly done with this level at the end of 2019 but I lost motivation and I wasn't sure if I'd finish it. But things have changed and now I'm working on it again. I hope to finish the whole run this time. There aren't a lot of crazy tricks that I haven't explained here before. It's mostly just clever use of the out of bounds glitches and a few other things specific to this level. The grapple trick in the first section is pretty interesting. You can grapple up to the ceiling and get yourself up on the support beams, skipping a lot of travel time.
Active player (470)
Joined: 3/30/2012
Posts: 405
Link to video Another level down! I finished this one pretty quickly because it's the shortest level in the run. The next one is pretty long, though. If you're the type of person that doesn't like glitches in speedrunning, the level after this one is for you.
Dimon12321
He/Him
Editor, Reviewer, Experienced player (596)
Joined: 4/5/2014
Posts: 1222
Location: Romania
FitterSpace wrote:
If you're the type of person that doesn't like glitches in speedrunning, the level after this one is for you.
Long level and no glitches!? Gee, that's bizarre
TASing is like making a film: only the best takes are shown in the final movie.
Active player (470)
Joined: 3/30/2012
Posts: 405
Dimon12321 wrote:
FitterSpace wrote:
If you're the type of person that doesn't like glitches in speedrunning, the level after this one is for you.
Long level and no glitches!? Gee, that's bizarre
Right? The next level is Deep Descent, an underwater driving level. A speedrunner recently found a way to get out of bounds in a certain spot that level but it can't be used in All Tokens because it would skip a token. It also causes some problems later in the level that I don't think can be fixed in this category. Unfortunately the walls in this level are double sided so you can only get back inbounds in certain places. Good thing the on-foot levels aren't like that!