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Zinfidel

ac-tas-subs-unabridged.srt

Mar 8th, 2020
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  1. 1
  2. 00:00:05,000 --> 00:00:12,500
  3. This TAS uses the rules for the “any%” category, which permits both aborting missions and clipping out-of-bounds.
  4.  
  5. 2
  6. 00:00:12,500 --> 00:00:22,000
  7. In Armored Core, the player does not get a game over screen when they fail a mission. Instead, they simply lose some money for repairing and rearming their Armored Core (AC).
  8.  
  9. 3
  10. 00:00:22,000 --> 00:00:29,000
  11. Win or lose, the game's timeline moves on after a mission. The player can repeatedly fail missions, and still advance the story.
  12.  
  13. 4
  14. 00:00:29,000 --> 00:00:36,500
  15. The player can also choose to abort a mission, effectively failing it immediately. This is the fastest way to finish a mission.
  16.  
  17. 5
  18. 00:00:36,500 --> 00:00:45,000
  19. There are four missions that must be completed, however. The first mission, the final corporation-specific mission, and the two final missions.
  20.  
  21. 6
  22. 00:00:45,000 --> 00:00:49,000
  23. Failing any of these missions will result in a game over.
  24.  
  25. 7
  26. 00:00:50,500 --> 00:00:58,000
  27. Our very first mission is the Ravens’ Test, where we prove we are skilled enough to be part of the group of mercenaries known as Ravens.
  28.  
  29. 8
  30. 00:01:20,000 --> 00:01:26,000
  31. As you may have noticed, the two Storks (enemies) in the test were dispatched by an aerial laser blade strike.
  32.  
  33. 9
  34. 00:01:26,000 --> 00:01:32,000
  35. When used in the air, laser blades get a multiplier to their already-high damage based on position and angle.
  36.  
  37. 10
  38. 00:01:32,000 --> 00:01:37,000
  39. They are difficult to pull off, but the multiplier is commonly 4x-6x. It can be as high as 16x though!
  40.  
  41. 11
  42. 00:01:37,000 --> 00:01:45,000
  43. Our first mission is “Eliminate Squatters.” A group of radical citizens are squatting in some slums to prevent Zam City from redeveloping them.
  44.  
  45. 12
  46. 00:01:45,000 --> 00:01:50,000
  47. Our job is to “resolve” the problem, by any means necessary. I will not be doing that, however.
  48.  
  49. 13
  50. 00:01:56,000 --> 00:02:01,000
  51. Most of this run consists of what you just saw: aborting a mission the instant it starts.
  52.  
  53. 14
  54. 00:02:01,000 --> 00:02:07,000
  55. We'll be skipping the next 32 missions, with a brief interruption for mission 19.
  56.  
  57. 15
  58. 00:02:08,000 --> 00:02:14,000
  59. While we're skipping missions, I'll explain some exploits that will be used in the last three missions.
  60.  
  61. 16
  62. 00:02:14,000 --> 00:02:19,000
  63. The Out-of-Bounds (OoB) exploit is the most important and is used extensively.
  64.  
  65. 17
  66. 00:02:19,000 --> 00:02:25,500
  67. The exploit is possible only while using a specific combination of parts that causes an animation glitch.
  68.  
  69. 18
  70. 00:02:25,500 --> 00:02:34,000
  71. With the correct equipment and while strafing left or right, walking backwards with specific timing will trigger the animation glitch.
  72.  
  73. 19
  74. 00:02:34,000 --> 00:02:41,000
  75. The animation glitch will cause the player's AC to start walking strangely, and pass right through walls and the ground.
  76.  
  77. 20
  78. 00:02:41,000 --> 00:02:47,000
  79. After a few seconds, the walking animation will end and the player will regain control of their AC, free to explore.
  80.  
  81. 21
  82. 00:02:47,000 --> 00:02:53,000
  83. Another exploit that is used in this speedrun is integer under/overflow of the game's coordinates.
  84.  
  85. 22
  86. 00:02:53,000 --> 00:03:00,000
  87. It is usually not possible, but if the player, an enemy, or any kind of entity moves through the absolute limits of the map...
  88.  
  89. 23
  90. 00:03:00,000 --> 00:03:09,000
  91. ...that entity will just be "teleported" to the other side of the map. For example, an entity moving through the right limit of the map will appear on the left side.
  92.  
  93. 24
  94. 00:03:09,000 --> 00:03:17,000
  95. The missions that are being selected and skipped are chosen based on two criteria: how fast it can be skipped, and which corporation it gives points to.
  96.  
  97. 25
  98. 00:03:17,000 --> 00:03:24,000
  99. There are two corporations that can get points from missions the player completes: Chrome and Murakumo Millennium.
  100.  
  101. 26
  102. 00:03:24,000 --> 00:03:30,000
  103. After mission 25, the storyline and mission options branch depending on which corporation got more points.
  104.  
  105. 27
  106. 00:03:30,000 --> 00:03:36,500
  107. We want Chrome to win, because the last mission of the Chrome branch can be finished very quickly thanks to an exploit.
  108.  
  109. 28
  110. 00:03:36,500 --> 00:03:42,500
  111. By failing more Murakumo Millennium missions than Chrome missions, we ensure that will happen.
  112.  
  113. 29
  114. 00:03:42,500 --> 00:03:48,500
  115. This commentary will cease for now until mission 19, "Destroy Plus Escapee."
  116.  
  117. 30
  118. 00:12:48,800 --> 00:12:56,800
  119. This is mission 19, where we take a slight detour. There is a hidden generator part on this mission that we must collect before aborting.
  120.  
  121. 31
  122. 00:12:56,800 --> 00:13:01,800
  123. It's located on a platform below the elevator we start on. Blink and you'll miss it!
  124.  
  125. 32
  126. 00:22:08,500 --> 00:22:13,000
  127. At long last we arrive at final corporation-specific mission: Destroy "Justice."
  128.  
  129. 33
  130. 00:22:13,000 --> 00:22:20,500
  131. "Justice" is a giant orbital energy cannon that Chrome wants us to destroy for the sake of humanity, but mostly because Murakumo controls it.
  132.  
  133. 34
  134. 00:22:20,500 --> 00:22:25,500
  135. We are shuttled into space to the business-end of Justice in order to destroy it from within.
  136.  
  137. 35
  138. 00:22:25,500 --> 00:22:34,000
  139. Normally you would need to fight through hoards of enemies and take down powerful forcefields to destroy Justice's power core, deep inside the space station.
  140.  
  141. 36
  142. 00:22:34,000 --> 00:22:37,000
  143. I won't be doing that.
  144.  
  145. 37
  146. 00:22:38,500 --> 00:22:44,500
  147. Remember the under/overflow exploit for this mission: entities "wrap-around" at the edges of the map.
  148.  
  149. 38
  150. 00:23:12,500 --> 00:23:18,500
  151. Did you catch that? I turned to face the side of Justice that is open to space, which is actually the limit of the map.
  152.  
  153. 39
  154. 00:23:18,500 --> 00:23:26,500
  155. Those grenades that I fired into space wrapped around to the other side of the map, conveniently exploding right on top of Justice's power core.
  156.  
  157. 40
  158. 00:24:17,500 --> 00:24:22,500
  159. It's time to buy and put together our final build for the last two missions.
  160.  
  161. 41
  162. 00:24:22,500 --> 00:24:29,500
  163. We'll be heavily exploiting the out-of-bounds glitch for these two missions, so we buy hardware that allows us to do that.
  164.  
  165. 42
  166. 00:24:29,500 --> 00:24:35,000
  167. Light, fast legs (LN-501), a medium core (XCA-00), and heavy arms (AN-3001 or ANKS-1A46J) is the recipe.
  168.  
  169. 43
  170. 00:24:46,500 --> 00:24:52,500
  171. We're sent to investigate possible remnants of the Chrome corporation at a remote underground base.
  172.  
  173. 44
  174. 00:24:52,500 --> 00:24:55,500
  175. In actuality, this is a trap.
  176.  
  177. 45
  178. 00:24:55,500 --> 00:25:02,500
  179. Normally you would have to descend to the bottom of the base before the trap is sprung, then fight your way back to the surface.
  180.  
  181. 46
  182. 00:25:02,500 --> 00:25:05,500
  183. I've got a faster route in mind, however...
  184.  
  185. 47
  186. 00:25:12,500 --> 00:25:19,500
  187. This strange walking animation you see here is the animation glitch responsible for out-of-bounds clipping.
  188.  
  189. 48
  190. 00:25:25,500 --> 00:25:30,500
  191. Landing in this room triggers the trap. Time to fight our way to the surface!
  192.  
  193. 49
  194. 00:25:30,500 --> 00:25:34,500
  195. Well, that's what we're supposed to do at least...
  196.  
  197. 50
  198. 00:26:25,500 --> 00:26:31,500
  199. Time for the final mission! Floating Mines have been dispersed in the Ravens' Nest itself by an unknown enemy.
  200.  
  201. 51
  202. 00:26:31,500 --> 00:26:35,500
  203. The Ravens' Nest is paying us to clear the mines and eliminate the enemy.
  204.  
  205. 52
  206. 00:26:35,500 --> 00:26:42,500
  207. Much like the last mission, however, the mission is a farce, and this is another trap designed to eliminate the player.
  208.  
  209. 53
  210. 00:26:51,000 --> 00:26:56,000
  211. We clip through the door here like this so that we can open it while passing through it.
  212.  
  213. 54
  214. 00:26:56,000 --> 00:27:00,000
  215. The door must be opened to spawn the enemies in this mission.
  216.  
  217. 55
  218. 00:27:00,000 --> 00:27:05,000
  219. We must defeat the second group of these enemies to continue on with the mission.
  220.  
  221. 56
  222. 00:27:05,000 --> 00:27:12,000
  223. In the melee that is about to ensue, the titular floating mines dot the room. I use these extensively to win the fight.
  224.  
  225. 57
  226. 00:27:28,000 --> 00:27:34,000
  227. The second part of this mission has us discover the identity of the adversary trying to kill us.
  228.  
  229. 58
  230. 00:27:34,000 --> 00:27:40,000
  231. It is none other than the top-ranking Raven, Hustler One, who happens to be a super AI that controls the Ravens' Nest.
  232.  
  233. 59
  234. 00:27:40,000 --> 00:27:46,000
  235. At the end of this long, difficult map is Hustler One's CPU. We must destroy it to end its control over the Ravens.
  236.  
  237. 60
  238. 00:28:09,500 --> 00:28:17,500
  239. And time! TAS time: 30.41:92. RTA time: 29.57:85.
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