![]() ![]() After the cutscene, the player enters a " god mode" in which he has unlimited turbo and will break all of his tackles. When called at the line of scrimmage, A cutscene occurs in which on defense, the defense stylishly gets the ball back while on offense, the offense stylishly gets over the line of scrimmage. The player first has to acquire 100,000 style points to unlock a gamebreaker and then without using their gamebreaker, acquire the same number of style points again. Besides, there is one more reason listed in the next section which explains why I didn't want to devote 2 months to this timesave for something which a casual viewer of the TAS wouldn't be likely to notice.One of the new features in NFL Street 2 is the addition of the Gamebreaker 2. #Nfl street 2 gamecube iso download movieIn any event, I adopt the convention in the movie guidelines of ignoring timesaves that have a 1/300 chance of occurring. Some might see this as laziness on my part, but i've already spent the last 5 months TASing NFL Street and NFL Street 2 pretty much exclusively, and redoing this TAS with all of the timesaves would take about 2 months (I won't have as much time to TAS in the upcoming weeks as I do now). ![]() However, given that I don't have this information, I would have needed to brute force random inputs to try to get this to happen, which would triple the length of each game to TAS (if each play took somewhere between 20 minutes to an hour and a half, then this would increase the length of time to TAS a play to being between an hour and four and a half hours roughly). If I had some idea of how the RNG worked in this game or knew what memory address stores what the next play the computer has called is, then I might have tried to save this time. The main reason why I didn't bother to optimize this is that there's only a 1-3% chance of a quick option play being called, and if I were trying to make the computer also delay only 5 seconds, then each quick option play with a 5 second delay would have a 0.3-1% chance of being selected of all possible plays. All of that time was spent trying to change the end of the play to make the computer throw a quick pitch on the next play (as the computer refused to call a quick pitch on that play for a long time due to random chance). The most time I spent on a single 2 point conversion in this TAS was 2 hours. However, for the NFL Tournament games where I wanted a quick backwards lateral on each play (which only has a 1% chance of occurring on a given play), this took a lot of effort. For some challenges where I just wanted a quick intercept-able pass, this didn't require too much manipulation. This was the main reason why I used 2 players for this TAS (the other reason being that it makes each pass play a little bit faster since you can give your receiver a running start with the second controller, as opposed to waiting until catching the ball to run as occurs when you use only 1 player). For example, as one player was catching a 2 point conversion or being tackled, with the other player I would jump up in the air, dive, or run towards an opponent player to advance the games' RNG. In order to manipulate the computer to call the play I wanted on the next drive, I would have to do random actions at the end of the previous play until one combination gave me the desired play. ![]()
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