One of the absolute worst licensed stinkers released for the 5th generation. A truly terrible shooter. Trying to play RTA is a nightmare, as your character's arms when aiming lags behinds the crosshair by 3-10 frames, leading to bullets flying all over the place. The AI is legendarily bad, spawning, running forward while shooting, then standing still without doing anything as soon as you walk past them. Levels take less than 2 minutes to complete even if playing RTA. This garbage sold for $60.
Also I discovered midway through recording that there is a 60fps gecko code for this game, but I wasn't gonna re-record this thing again. Sorry to anyone that wants 2x the shovelware frames.
This TAS aims to beat the game as fast as possible on Hard difficulty. All levels are completed, without going for the 4 'evidence' bonus collectibles in each level. They give nothing but extra character mugshots and shooting range minigames and would have taken a few extra seconds per level to go out of the way to collect. Many sections of the game are essentially mini autoscrollers, waiting for particularly flagged enemies to spawn in and be killed/you needing to walk past a certain point for a door to open or your partner to move forward.
A couple of moments were taken for brevity that cost a handful of frames total
  • Shooting Marcus in the head with the sniper at the end of the sniper level costs 2 frames
  • Blowing up Mike with the frag grenade at the end of the level and killing him but still completing it cost 6 frames
  • Shooting Mendoza the final boss in his genitals instead of the head cost 2 frames
I also continue past the end of the game's credits to visit the statistics screen to view every shot that hit an enemy the whole game + view totals. (Muted the menu song at this time, which is licensed, to avoid issues with copyright bots on YT taking down the movie upload.)

eien86: Claiming for judging.

eien86: Replacing movie file with one without post credits menuing

eien86: eien86: Yeah, this is one of those mythical "so bad it's good" games. For a casual gamer, this might be a lousy experience, but this movie thunders through the absurd at a lightining pace and the amount of one-liners and witty puns thrown in the middle of death and violence makes it all the more entertaining.
In terms of optimization, some potential improvements were pointed out, but overall looks sleek enough that any imperfections would remain unnoticed by a casual viewer. Furthermore, this movie is more than two minutes faster than the current RTA record, although there is not much competition to make this a significant comparison point.
Some technicalities were discussed. For example, the category 'Hard Mode' does not apply, as there is no way to select the difficulty. Also discussed was the need to adjust controller settings. Changing these settings loses some frames, but seems properly justified by the author. Finally, the original submission movie was replaced by one with the earliest possible last input to trigger the credits.
I personally had a blast watching this movie, and have only one thing to say:

Accepting to standard

EZGames69: Processing...

eien86: Movie replaced with one provided by the author that reaches the credits screen.


TASVideoAgent
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This topic is for the purpose of discussing #8886: Geferulf's GC Bad Boys: Miami Takedown in 25:55.00
Dimon12321
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Wow, what a lovely surprise! I was willing to make a full TAS of this game several years ago, but dropped it quickly. The game just got lost in my bottomless list of projects to revisit somewhere later. Yes vote. It would be a little better in terms of entertainment if you shoot mobs running past your crosshair, where possible.
TASing is like making a film: only the best takes are shown in the final movie.
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What a game. Been a while since I've seen a game with such amazingly atrocious writing. On the bright side, the TAS was quite entertaining. Yes vote.
Player (153)
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scrimpeh wrote:
What a game. Been a while since I've seen a game with such amazingly atrocious writing. On the bright side, the TAS was quite entertaining. Yes vote.
You don't think quips about "You don't mess with a man's financial institutions!" and "Flat suits and cheap aftershave, I'd deport you anyway!" isn't top tier comedic writing? I got a giggle out of a single joke, when shooting seagulls, your partner says "Hey man, not cool, what did they ever do to you?". One friggin' joke in a comedy action game.
Enter the Matrix is a piece of garbage but I'm gonna finish it if it kills me.
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Joined: 6/30/2010
Posts: 1107
Location: Zurich, Switzerland
This is a terrible game and it doesn't even look good in a TAS, so I have to vote "no" here.
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.
CoolHandMike
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Posts: 717
I think the game choice is good but have some questions. 1) Where is the hard difficulty option in the menu? Could not find it in game or videos for a Hard mode. 2) Why are the axis inverted and auto Leveling settings changed? 3) Is there significance to have 89% sensitivity instead of 100%? 4) Looks like a lot was played with a controller. How much of the game uses tas inputs? Noticed that part with the van in the first level, how you go up pretty close to the enemies to shoot them, then slowly back up towards the door while shooting them. I tested sniping headshots all the way near the door that opens after you kill all of them and that works. I would expect activating the trigger that causes the van, then running towards the door, quickly getting the headshots from right next to it would be best. Already being where you need to be for the next trigger can help a lot. A lot of movement also seems to be not quite taking the shortest path from point to point, but instead using curving arcs. What might help is to immediately after taking a turn is to then find the right angle immediately towards the next goal and use that. Try not to adjust the angle on the way.
discord: CoolHandMike#0352
eien86
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CoolHandMike wrote:
I think the game choice is good but have some questions. 1) Where is the hard difficulty option in the menu? Could not find it in game or videos for a Hard mode. 2) Why are the axis inverted and auto Leveling settings changed? 3) Is there significance to have 89% sensitivity instead of 100%? 4) Looks like a lot was played with a controller. How much of the game uses tas inputs? Noticed that part with the van in the first level, how you go up pretty close to the enemies to shoot them, then slowly back up towards the door while shooting them. I tested sniping headshots all the way near the door that opens after you kill all of them and that works. I would expect activating the trigger that causes the van, then running towards the door, quickly getting the headshots from right next to it would be best. Already being where you need to be for the next trigger can help a lot. A lot of movement also seems to be not quite taking the shortest path from point to point, but instead using curving arcs. What might help is to immediately after taking a turn is to then find the right angle immediately towards the next goal and use that. Try not to adjust the angle on the way.
Hi Lars_Hendrick, could you please address the points made by CoolHandMike here?
Player (153)
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Posts: 140
eien86 wrote:
CoolHandMike wrote:
I think the game choice is good but have some questions. 1) Where is the hard difficulty option in the menu? Could not find it in game or videos for a Hard mode. 2) Why are the axis inverted and auto Leveling settings changed? 3) Is there significance to have 89% sensitivity instead of 100%? 4) Looks like a lot was played with a controller. How much of the game uses tas inputs? Noticed that part with the van in the first level, how you go up pretty close to the enemies to shoot them, then slowly back up towards the door while shooting them. I tested sniping headshots all the way near the door that opens after you kill all of them and that works. I would expect activating the trigger that causes the van, then running towards the door, quickly getting the headshots from right next to it would be best. Already being where you need to be for the next trigger can help a lot. A lot of movement also seems to be not quite taking the shortest path from point to point, but instead using curving arcs. What might help is to immediately after taking a turn is to then find the right angle immediately towards the next goal and use that. Try not to adjust the angle on the way.
Hi Lars_Hendrick, could you please address the points made by CoolHandMike here?
I had replied to this thread on mobile about a week ago but I guess it did not go through on my device given spotty coverage while I was out. My apologies for the holdup. 1) This is a dumb mistake on my end I blame on lack of coffee. I am working on another GC TAS rn that is on hard and when I submitted this I made the mistake during an edit. I will change this to just plain "any%". 2) Axis is inverted by default, I just changed it to avoid worrying about changing input directions (tho really I should have just kept it there as default and not worried about the couple of frames to change it). Auto leveling is turned off for obvious reasons, it will constantly make your aim drift towards the center and mess with the camera, which is counterintuitive. 3) 89% provides the best speed for moving your aim while still not outpacing your shots *too* much. found it to be a sweet zone I could work with. On 100% its just that much faster that you have to wait 2-3 more frames for your arms to turn sometimes and catch up with where the camera is aiming, otherwise when you fire your character just shoots way off point. 4) I have actually never used virtual input ever for my whole TAS career. (including my 2 player published Mortal Kombat TAS, where I played P1 on a pad and P2 on a keyboard. Yes this is really how I TAS lol) I actually physically hold a controller and play frame by frame and use Dolphin's value display to manually adjust my pad. I know this is unorthodox but for 8 years it's just how I've done TAS vids. The van, like all the other segments in the game that involve killing off waves or "cinematically" spawned enemies, is that you have to wait for their animations to complete before you can kill them, even if you unload 30 rounds directly into their heads. So I maneuver myself at the van just to get slightly better angles for headshots, then as soon as the door is opening, I'm already touching it and ready to move in. You'll see the same thing later with waiting for some doors to be kicked down or unlocked by the AI. Also to answer why I use arcs more than just B lining, you lose 70%~ of your speed as soon as you strafe. You have a very limited angle you can run without your character deciding to jog suddenly instead of run, so it's generally I try to keep moving forward rather than strafing unless it's just through a doorway or something. I hope that clears anything up for would-be judges and viewers. Again, apologies I'm replying late. Hope you guys enjoyed the movie! :)
Enter the Matrix is a piece of garbage but I'm gonna finish it if it kills me.
eien86
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Joined: 3/21/2021
Posts: 262
Location: Switzerland
Thanks for your answers. I was able to sync the movie but I have a question regarding the movie end. It seems you included some menuing after the credits scene (actual game end). However, in TASVideos we consider the movie length to be the frame where you make the very last input, so all this after menuing increases the movie length unnecessarily. Can you please provide a new version of your movie where you make the last input as SOON as possible to just enough to trigger the credits? This is not as simple as it may seem. For inspiration, take a look at the following movies which take amazing measures to avoid making any inputs at the end: [4344] NES River City Ransom "1 player" by willbobsled in 05:14.45 [1116] SNES Gradius III by Cpadolf in 25:31.40 [3881] PSX Tobal 2 by pirohiko in 02:48.77 [5294] NES Ivan "Ironman" Stewart's Super Off Road by eien86 in 50:31.34
Player (153)
Joined: 10/4/2015
Posts: 140
eien86 wrote:
Thanks for your answers. I was able to sync the movie but I have a question regarding the movie end. It seems you included some menuing after the credits scene (actual game end). However, in TASVideos we consider the movie length to be the frame where you make the very last input, so all this after menuing increases the movie length unnecessarily. Can you please provide a new version of your movie where you make the last input as SOON as possible to just enough to trigger the credits? This is not as simple as it may seem. For inspiration, take a look at the following movies which take amazing measures to avoid making any inputs at the end: [4344] NES River City Ransom "1 player" by willbobsled in 05:14.45 [1116] SNES Gradius III by Cpadolf in 25:31.40 [3881] PSX Tobal 2 by pirohiko in 02:48.77 [5294] NES Ivan "Ironman" Stewart's Super Off Road by eien86 in 50:31.34
Yeah no problem I'll do it here in a couple hours and post it up on the site. As mentioned in the post I went to stats screen because it has a unqiue feature showing every bullet that hit on the paper doll, mostly for my personal channel.
Enter the Matrix is a piece of garbage but I'm gonna finish it if it kills me.
CoolHandMike
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Editor, Judge, Experienced player (897)
Joined: 3/9/2019
Posts: 717
Thanks Lars_Hendrick for clearing some things up!
discord: CoolHandMike#0352
Player (153)
Joined: 10/4/2015
Posts: 140
eien86 wrote:
Thanks for your answers. I was able to sync the movie but I have a question regarding the movie end. It seems you included some menuing after the credits scene (actual game end). However, in TASVideos we consider the movie length to be the frame where you make the very last input, so all this after menuing increases the movie length unnecessarily. Can you please provide a new version of your movie where you make the last input as SOON as possible to just enough to trigger the credits? This is not as simple as it may seem. For inspiration, take a look at the following movies which take amazing measures to avoid making any inputs at the end: [4344] NES River City Ransom "1 player" by willbobsled in 05:14.45 [1116] SNES Gradius III by Cpadolf in 25:31.40 [3881] PSX Tobal 2 by pirohiko in 02:48.77 [5294] NES Ivan "Ironman" Stewart's Super Off Road by eien86 in 50:31.34
https://tasvideos.org/UserFiles/Info/638446631239802809 Uploaded. Should be on the final input frame where Mendoza gets shot in the dangalang.
Enter the Matrix is a piece of garbage but I'm gonna finish it if it kills me.
eien86
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Joined: 3/21/2021
Posts: 262
Location: Switzerland
Lars_Hendrick wrote:
https://tasvideos.org/UserFiles/Info/638446631239802809 Uploaded. Should be on the final input frame where Mendoza gets shot in the dangalang.
Hi Lars_Hendrick, seems you uploaded the exact same file as the movie submission. Can you please upload the correct file for the trimmed movie? Thanks
Player (153)
Joined: 10/4/2015
Posts: 140
eien86 wrote:
Lars_Hendrick wrote:
https://tasvideos.org/UserFiles/Info/638446631239802809 Uploaded. Should be on the final input frame where Mendoza gets shot in the dangalang.
Hi Lars_Hendrick, seems you uploaded the exact same file as the movie submission. Can you please upload the correct file for the trimmed movie? Thanks
My bad, here it is. Size is 2170kb vs originals 2224kb. https://tasvideos.org/UserFiles/Info/638447516503674955
Enter the Matrix is a piece of garbage but I'm gonna finish it if it kills me.
Player (153)
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Posts: 140
https://tasvideos.org/UserFiles/Info/638449062331145461 Hopefully THIS is the correct video we need to get this thing published already lol.
Enter the Matrix is a piece of garbage but I'm gonna finish it if it kills me.
Post subject: Movie published
TASVideoAgent
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This movie has been published. The posts before this message apply to the submission, and posts after this message apply to the published movie. ---- [5855] GC Bad Boys: Miami Takedown by Geferulf in 25:55.00