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Tombot posted:I wonder why they chose russia? I personally imagine they were checking off places they hadn't visited in the series yet and thought it would be funny. Unfortunately I have no real answer for this. There doesn't/didn't seem to be any real-life counterpart for a skate demo in Russia like there was for the Slam City Jam in Vancouver, so it really does seem like they pulled the idea out of thin air for an area that might make for a nice design. Just so you guys know, I'm hopefully gonna finish up recording this week if my cough cooperates. Story mode is done, but the bonus levels remain, and there's a slight problem to be had. The bonus levels are levels from THPS2, but now you're playing them in the THUG engine. As a result, some gaps I have incredible difficult doing on account of the different physics, or maybe some convoluted reason resulting from playing on an emulator with a PS3 controller. After countless tries, there's at least one gap I could not do at all, and a few others I couldn't do with any sort of consistency, so I will have to resort to doing things a little less legitimately in order to show them off.
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# ? Jun 4, 2018 00:56 |
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# ? May 11, 2024 12:08 |
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Oh yeah, that makes sense. I remember at least one gap in Venice Beach I could NOT do without moon gravity, which made me feel like a dirty cheater. The 100% gaps challenge is stupid hard in this.
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# ? Jun 4, 2018 03:55 |
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There's a few in Venice that I've only managed to do once out of a couple hundred tries, so they are doable, in the same way that jumping out of a plane without a parachute and surviving is doable. For the actual recording, I will give them a few tries, but then I'm just gonna cheese it. Maybe I'll do a long-rear end session attempting those gaps and can put the legit clears in at the end. There's one in School II that I cannot clear at all, though. I can almost get it, but that seems to be my limit. I'll have to cheese that one without showing a legit way of clearing it. Hangar doesn't really have any complications since it's a nice small level.
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# ? Jun 4, 2018 04:49 |
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This finishes up all the story levels. We'll now be going into the endgame, which will be two more videos. I'll probably end up doubling up on things and putting out a bonus video and regular video in the same week, so I won't drag things out after the end too much. Hangover Cure can be a pretty rough mission, because it's a really long line, and if you mess up near the end, there is almost no chance of recovery. You pretty much need the momentum from combos in a few areas in order to get the air needed to continue on, and the very last spot with the three gaps requires pretty fast timing. Really though, the hardest part was doing the whole thing in a way that got me the remaining gaps. Since we're so close to being finished, I'm looking ahead and thinking about the next game I should do. I have a few ideas, but haven't started working on them to see how viable they'll be. If there's a game you wanna see LP'd, be sure to post any recommendations in the Request thread, because that's a great source of inspiration sometimes.
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# ? Jun 8, 2018 05:45 |
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It's hilarious how all the vehicle sections look like some dumb mod you'd see on Youtube. I really have to wonder who in the higher ups thought this was a good idea. Also I don't know why you're so suspicious about Eric, he and Bart are totally still friends.
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# ? Jun 8, 2018 06:54 |
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Daaaaang that hangover line
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# ? Jun 8, 2018 07:25 |
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Straight outta moscow is a lot harder than it looks here. You have to learn the path to thread by trial and error, and the time limit is tight af. Will you be showing off in the final video what happens when you beat the game a second time on the same save?
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# ? Jun 8, 2018 15:07 |
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Momomo posted:It's hilarious how all the vehicle sections look like some dumb mod you'd see on Youtube. I really have to wonder who in the higher ups thought this was a good idea. I think they just wanted to add some variety to the missions, and they had cars already driving around in the games. It reminds me of THPS4 where they added a bunch of minigames to spice things up, but almost all of them were really bad. Choco1980 posted:Straight outta moscow is a lot harder than it looks here. You have to learn the path to thread by trial and error, and the time limit is tight af. For the most part, knowing where you have to go is handled well enough by the icons being out in the open, and the level design guiding you around most of the path. The hardest part is learning the timing, especially for those last few jumps, and making sure you have enough momentum to carry you through the grinds around the church. If you don't keep a combo going, your speed kinda goes to poo poo and it's extremely difficult to make that Christ's Air gap. Momentum is kinda weird in this game and I still haven't fully grasped how it works. I think it's part of why I'm struggling so much with some the gaps in the THPS2 levels. As for the alternate ending, I created time paradoxes with the emulator, so having an actual working save file proved to be a very fascinating problem. But I did manage to get it done and it will be shown off.
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# ? Jun 8, 2018 20:35 |
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oh man that hangover line was some sk8s
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# ? Jun 10, 2018 05:35 |
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I remember the hangover line being easier or at least shorter on lower difficulties.
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# ? Jun 10, 2018 10:20 |
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Man gently caress Eric Sparrow
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# ? Jun 10, 2018 14:15 |
bunnyofdoom posted:Man gently caress Eric Sparrow
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# ? Jun 10, 2018 15:51 |
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Manic_Misanthrope posted:I remember the hangover line being easier or at least shorter on lower difficulties. For that mission, the lower the difficulty, the fewer the items you need to get, so the line ends much earlier. For Normal, it ends on the wall right before Kick Me 2 Church, and for Beginner, it ends after you kick up to Lenin's tomb. bunnyofdoom posted:Man gently caress Eric Sparrow Eric Sparrow, our friend? Pft. It's not like he forced us to get into that tank, and what good would it do for both of us to get caught? We're glad Eric got away safe, because we're a good friend.
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# ? Jun 10, 2018 20:34 |
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Like I said, we're gonna do some bonus videos to show off the special levels. There's no real goals here, but they have gaps that count for the gap list, and it's just kinda nice to see the old PS1 levels prettied up on the PS2. This isn't the first time that old levels have been revisited. In THPS3, you could unlock the Warehouse, Burnside, and Roswell from THPS1. Since that game didn't have a gap list though, there wasn't any real incentive to check them out besides novelty. Also notable that those are three of the smaller levels from THPS1. There were no bonus levels like that in THPS4. With THUG 2, they introduced a Classic Mode, and some of the levels in there are levels from previous games. Same goes for American Wasteland.
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# ? Jun 13, 2018 02:58 |
I heard bad things about American Wasteland and Project 8, but how bad are they? By that point I had mostly moved on to the Skate series.
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# ? Jun 13, 2018 03:07 |
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chitoryu12 posted:I heard bad things about American Wasteland and Project 8, but how bad are they? I think THAW is a better game than THUG2, but my memory could just be playing tricks on me. There are some odd quirks with the game like the loading tunnels and BMX portions, but I can't really say I remember it being a terrible game. Project 8, though? The thing that sticks with me for that game is a feature implemented that turned your skater ragdoll, and they made a bunch of goals based around that. Rack up X amount of money's worth of medical bills! Launch your body through the air and land on a target! Human bowling! Slalom down a hill! Ragdoll physics don't feel like they have any real consistency to them, so asking you to do precise missions revolving around them makes for an incredibly frustrating experience.
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# ? Jun 13, 2018 05:52 |
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racking up money in medical bills sounds pretty funny though
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# ? Jun 13, 2018 08:19 |
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Radio Free Kobold posted:racking up money in medical bills sounds pretty funny though And yet it is one of the worst missions to do in the game.
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# ? Jun 13, 2018 15:55 |
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Yeah, THAW isn't terrible. It just kinda feels like they're losing creativity by that point more than anything when it comes to ways to do things. The story isn't all that bad, and some of the levels are just plain full of fun stuff to trick on. Funny enough, Tony Hawk's American Sk8land for the NDS actually reuses most of the story mode levels in lower def graphics (but oddly replaces the casino level with Alcatraz from THPS4, which is odd, especially since in story you just take a helicopter from East LA to the island, pretending it's not off the coast of San Francisco instead, which would be a several hour helicopter ride)
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# ? Jun 14, 2018 08:32 |
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This level was so frustrating, but I pushed myself to see if I could do everything legit despite the many problems I was having. The ONLY gap I have been unable to clear legit is the Are You Serious gap in School II. It should be possible, but I can't seem to get the necessary momentum to do it.
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# ? Jun 15, 2018 16:18 |
It's really apparent how much simpler the games were back in the old days when so many gaps are "Make this tiny jump across 10 feet" or "Grind this one rail on the ground. That's it."
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# ? Jun 15, 2018 17:10 |
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There was more of an attempt to have gaps be an emulation of actual skating challenges, where they were just spots to hit like in real skating. As the games went on, they transformed into being more like hidden collectables, so you would explore an area and see if you could chain two sections together through crazy jumps, or doing unconventional things around setpieces. There's always been crazy gaps since the first game though. Right off the bat, you're flying over a halfpipe, through a glass walkway extension.
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# ? Jun 15, 2018 18:13 |
Jamesman posted:There was more of an attempt to have gaps be an emulation of actual skating challenges, where they were just spots to hit like in real skating. As the games went on, they transformed into being more like hidden collectables, so you would explore an area and see if you could chain two sections together through crazy jumps, or doing unconventional things around setpieces. I think there was also a need to keep going bigger and badder with the stunts. There's only so many times you can just leap between two picnic tables before the game starts becoming tedious. Now your "untrained amateur" that has to suck up to Tony Hawk to get into a contest is doing five 900s in a line that starts with them diving off a roof and ends with them grinding a live power line to crash through a bank window, yet nobody trusts that they have any talent unless they can complete a series of challenges.
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# ? Jun 15, 2018 20:09 |
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I'm reminded of the time I played the DS version of Proving Ground and the Sick score for normal levels was like, 1.5 million, and you had to get it in 2 minutes.
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# ? Jun 15, 2018 21:18 |
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Are the hosed up skyboxes in these bonus levels an emulator bug, or are they like that on a console too?
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# ? Jun 16, 2018 09:41 |
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FractalSandwich posted:Are the hosed up skyboxes in these bonus levels an emulator bug, or are they like that on a console too? May be a little of both. They are only really apparent in the old school levels where you didn't have as much vertical vision in the PSX versions, but I'm sure the emulation doesn't do it any favors. I remember having some wonky skybox stuff going on in THPS4 as well.
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# ? Jun 16, 2018 21:07 |
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# ? Jun 19, 2018 07:12 |
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Thus concludes our bonus videos. We'll be back to the endgame next week, so I hope you didn't mind this little detour for a couple weeks.
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# ? Jun 22, 2018 21:27 |
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I think the reason why the transfer failed was because there was a walkway on the other side instead of a ramp. Also the level looks different on story mode, whats that about?
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# ? Jun 22, 2018 21:31 |
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It's entirely possible I was too far over and trying the transfer, or my timing on triggering the transfer just suddenly became horrible. I never had a problem until recording, so just chalk it up to performance issues. I didn't notice any real differences between story mode and free skate, except for the inclusion of the tape. If you're talking about the time of day, the level becomes darker once Kiss takes the stage, which I had done by that point in free skate, but not in story.
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# ? Jun 22, 2018 21:56 |
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Tombot posted:I think the reason why the transfer failed was because there was a walkway on the other side instead of a ramp. Yeah it was this. You had no quarter pipe to transfer to on the opposite side of the wall. Notice how in the successful attempt you transfer on the right third and not the middle.
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# ? Jun 25, 2018 03:16 |
As a kid, I thought the Kiss concert was the coolest thing. I find Kiss to be a really hilarious band in hindsight. They put on the most extreme persona possible, with fake blood and face paint and the most over-the-top "sci-fi warrior" costumes one could ever assemble. Looking at them, you'd expect them to be playing black metal where every song is exactly the same loud pounding on instruments with lyrics growled so deep that they're incomprehensible even to the rest of the band. And then you actually listen to the music and it's the most benign dad rock in the world.
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# ? Jun 25, 2018 04:15 |
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Kiss has a certain charm that cannot be ignored. Unfortunately, it appears the full movie isn't readily available anywhere, but I would recommend checking out the Best of the Worst episode where they watch Kiss Meets the Phantom of the Park. It's in the first segment starting at 13 minutes. https://www.youtube.com/watch?v=mA5f86pD7o4 Also go watch Detroit Rock City if you never have. It's a fun little movie about a group of friends trying to get to a Kiss concert, but maybe I'm remembering it as better than it actually is.
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# ? Jun 25, 2018 06:36 |
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This game is missing the most important part about Kiss: Their transformation sequence. https://www.youtube.com/watch?v=fMzHvJxyiUg I remember playing this level a lot as a kid for some reason. I think I just liked doing the big jump on the dune buggy, since it was the least awkward vehicle section in the game.
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# ? Jun 26, 2018 02:48 |
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Been lazy but catching up. The Fatty Transfer in Venice Beach was the one I couldn't do without moon physics. I'm kinda bad at transfers that aren't even horizontally. I started playing the series for real with 3, but yeah, Hanger is one of the all time best levels.
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# ? Jun 28, 2018 22:54 |
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Gonna post this a little early since tomorrow I'll be busy. I THINK the way the spot challenge for Jersey works, is that after you complete X number of tricks, it'll speed up, and it will do this 2-3 time and get to the point where they will flood the screen and you will fail if the list gets too long. I got really, really lucky here and cleared out so much of the list before getting to that speed, that there weren't enough tricks left to list to be in any danger at all. Since I don't exactly know the numbers and the tricks are all selected at random, it can be (and was, many many times) much harder than it appeared to be. Manhattan is super hard. There's a few points that can really trip you up and kill your time, with the biggest one being the "Can I please have some shoes" gap, where you go from the anchor to the wire above the subway. Depending on your stats and momentum, it can be really hard to NOT overshoot the wire, which is something I did a bunch of times. In the video, what you see me doing is getting off my board in mid-air, which slows your trajectory and lets you re-direct yourself. Think of being on the board as jumping in Castlevania, and being off your board as jumping in Super Mario Bros. So by doing that, I was able to direct myself to the wire and then continue on. There's a few other points to struggle with, but nothing worth ranting about here. The Tampa goal can be a little rough to do, but if you plan out a line, throw down special tricks, and take advantage of gaps for multipliers, it shouldn't be too tough to do. Although it took more than a few attempts to get the last score. San Diego gives you a ridiculous amount of time to do some very simple gaps that we already snagged before, and Hawaii barely counts as a mission. I'm pretty sure there is nothing different with Hawaii's spot challenge between difficulties, which should tell you a lot.
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# ? Jun 29, 2018 04:05 |
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Does anyone else get that small little gremlin in the back of your mind that just starts screaming and jabbering whenever James stands around talking about what he's about to do as a timer is ticking down? ... Just me? Oh.
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# ? Jun 29, 2018 07:24 |
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It's weird. I watched a speedrun for this game like two months ago and they just could not do the Hawaii challenge in one go. It took them like 4 tries and here you are doing it in one. They constantly said it was because it kept making you not go straight and mess you up like that, but there's not even any requirements to spin so I don't know what his problem was.
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# ? Jun 29, 2018 07:37 |
Lazy Bear posted:Does anyone else get that small little gremlin in the back of your mind that just starts screaming and jabbering whenever James stands around talking about what he's about to do as a timer is ticking down? Oh no, it's me every time too.
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# ? Jun 29, 2018 12:24 |
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# ? May 11, 2024 12:08 |
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Lazy Bear posted:Does anyone else get that small little gremlin in the back of your mind that just starts screaming and jabbering whenever James stands around talking about what he's about to do as a timer is ticking down? Well I'm glad I can get you emotionally invested in my videos, at least. My intentions are to put my actions into context and give the viewer a better understanding of what I'm doing and why I'm doing it. I try not to create situations where a viewer says to themselves "Wait, what just happened?" Usually time isn't too much of a concern with goals. When it is or I'm unable to stop and point things out, I try to take a moment afterwards to explain as needed. It's way easier to separate explanations and gameplay instead of splitting my focus between the two. Would be way more failure involved. A Bystander posted:It's weird. I watched a speedrun for this game like two months ago and they just could not do the Hawaii challenge in one go. It took them like 4 tries and here you are doing it in one. They constantly said it was because it kept making you not go straight and mess you up like that, but there's not even any requirements to spin so I don't know what his problem was. Looking at the speedrun now, and my best guess is they're playing the XBox version, and the controls are slightly different due to the controller layout. In the PS2 version, R2 changes your skate stance and executes spine transfer/acid drops/leveling out, depending on the situation. There's no overlap where the game thinks you're trying to switch stance while in the air, you know? But for the XBox version, it only has two triggers, so to spine transfer, you're hitting L and R together. Those also can be used to rotate your skater, so there's definite overlap where split-second differences can result in your skater being slightly turned while executing a spine transfer, much in the same way that doing grabs/flips might since there is also overlap situations in how the directions are used. It also kinda maybe sounds like he's using the analog stick instead of the D-pad, which is understandable since the XBox's D-pad is notoriously awful, but it's a lot harder to hold straight up.
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# ? Jun 29, 2018 15:21 |