Err? The point is that TASes usually aim for realtime, not in-game time, which means that TASers are penalized for pausing the game, which means that any time when a pause to switch weapons gains you less than the cost of the pause, the TASer would not switch, preferring to spend more time in-game at the cost of a higher in-game timer.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Joined: 3/11/2004
Posts: 1058
Location: Reykjavík, Ísland
I'm pretty sure it would be like the Sonic runs, where the in-game time is the goal rather than real time. (In Sonic 3, if you do a level really fast, the bonus score delays the run more than if you had completed the level slower).
Joined: 4/30/2006
Posts: 480
Location: the secret cow level
The original NES games didn't have that, and that's what they were shooting for with this.
C'mon, the game has sprite limits and sound errors built-in.
just want to warn everyone that, as of what I witnessed on my friend's console this morning, the xbox360 version MAY (*see below) lag enough to be annoying, and the pause button is set to 'back', making it extremely irritating to pause without stopping while time attacking.
*Quoth someone on SDA: "No, that was live being (rare as hell btw) completely screwed up in the middle of the night, before it came out."
Having played through the game here is my thoughts on it.
Firstly, I like how all the stages are radically different from each other. They all have different backgrounds, music, enemies and obstacles. Also the controls are (thankfully) tight, as anything remotely loose would have rendered the game unplayable. Also I'm glad they tried to immitate MM2 as opposed to MM3-6. Also the game doesn't lag up :)
My main problem with the game is I felt the designers put too much focus on trying make the game hard by having lots of unforeseeable instant death traps. Basically, it takes a large amount of trial and error which requires knowing and guessing whats gonna happen in advance. There is many sprites randomly flying around the screen, more than could probably be handled on SNES, never mind a NES game. You might say "Mega Man games have always been like that", I can assure you the NES counter parts were a much fairer challenge, there was never a need to cram every room full of instant death spikes. I don't mind them being in pits or on the ground, but I don't like them being on the ceilings or walls as it artificially inflates the difficulty of many jumps and rooms. Still, it will be appealing to certain people for nostalgic reasons.
Joined: 3/11/2004
Posts: 1058
Location: Reykjavík, Ísland
I agree, there are too many of those in the game. Like the things in Galaxy Man stage that clamp on you and push you forwards.
Hmm. Which stage was that on? I don't remember any extreme mayhem in the game.
To me, only a couple levels have too much spikes. Jewel Man stage is one, and the Wily-something that has an underwater part and breakable blocks. Yes. Too many spikes there. But other parts, I don't mind.
Now that the euphoria of playing a new Mega Man game has worn off, I can maybe actually comment on the game slightly objectively. The only significant complaint I have about the game are the magnetic lifts on Wily 3 (I think). Those are slow and awful! They bring the flow of the gameplay to a screeching and painful stop, twice! More often if you happen to die! They should have been removed and instead replaced with a moving lift that Megaman can stand (and jump) on.
Wily 2 has one jump in that underwater section that's seriously unfair, and Jewel Man has one that's kinda unfair (but not as bad as Wily 2), but most everything else is fine.
You can zip using Concrete Shot. I've done it but it's very hard and probably not really controllable.
Here's a video on GameTrailers of someone zipping using (Concrete Man's) Concrete Shot.
EDIT: You can also use disappearing blocks but it's a lot harder to get those in the correct place to do a through-the-wall since, y'know, you can't move them.
someone is out there who will like you. take off your mask so they can find you faster.
I support the new Nekketsu Kouha Kunio-kun.
Hacker "rock5easily" (at least I think that's the author's nick--either way, this is the same guy that hacked the Plug and Concrete stages into Rockman 4) has now messed around with the Rockman 5 ROM and turned it into a never-ending endurance run, like the recently-released endless mode download for MM9. o_O
The author's site is here; you can download the ips patch for the hack by clicking the screenshot.
Joined: 9/2/2008
Posts: 289
Location: United Kingdom
Sound pretty cool. The only thing I could think of Zipping wise is to use ProtoMan and to use his slide whilst riding his Protojet near a ceiling (just like the MM7 TAS did).
If I remember correctly FinalFighter discussed about the techniques and that if he can do something differently or change something he can test if zippings are possible to perform. Atleast he really loves this game so I'm sure he'll pull something interesting out sooner or later.
Ignore this post if it's retarded, I do not have this game.
I've noticed in speedruns of Splash Woman's stage, there's a section with bubbles rising, and you have to be on one of these bubbles to proceed to the next screen.
Rush Jet appears slightly above Mega Man when used, and counts as a platform in a way (Mega Man can stand on it). Can you jump up, summon Rush, then jump onto it and get a screen transition? It might save a second or two.