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Experienced player (634)
Joined: 8/28/2008
Posts: 443
Baxter wrote:
GlitchMan wrote:
Baxter wrote:
Yeah... but that only works while megaman is still recovering from being damaged, right?
Yes. I don't know about the sliding.
Well, moving forward with the sliding motion. The only spot where I know it works is where the ceiling goes up and does.
What spot are you talking about?
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Wily 1 if I'm not mistaken (right after the protoman levels. There is a room where the ceiling goes up and down.
Experienced player (634)
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Baxter wrote:
Wily 1 if I'm not mistaken (right after the protoman levels. There is a room where the ceiling goes up and down.
Ohh...! I know what you're talking about now! I tried to get up at the top of the screen and when I made the screen transition to that room, I got stuck inside the ceiling. I remained unharmed but right when the ceiling started going down, I died.
Experienced player (634)
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I know how to better optimize the usage of Super Arrow for Napalm Man's stage: http://dehacked.2y.net/microstorage.php/info/1162345276/GlitchMan-Mega%20Man%205%20%28U%29-lvl06superarrow.fm2 I was thinking of doing something like not using the S. Arrow for the 1st room and play it with just the normal weapon. Then in the room with the spiked walls (after both are destroyed because you can't kill'em with Super Arrow) switch to the Arrow. I know this may not seem like much but it will always save time in the end. This will also help because you won't have to use as many weapon switches which are 75 frames, so that will have saved approximately 2.5 seconds already (since two were used in the published run)! Weapon switching plays a big factor in how much time is saved in a stage too.
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Yeah, that room in your fm2 will definately be a lot faster that way. Did you mean not switching to Crystalman's weapon either? That would indeed save an additional 150 frames not changing weapons, but... The first room will be slower, due to not using super arrow. I don't know if there is enough time to charge the weapon, without losing time, but otherwise some more time might be lost, as those tigers take three hits. Same with the enemies in the third room, which takes 4 hits, or a charged shot and a normal hit... there certainly isn't enough time to charge for the second one, and those can only be hit once every ~10 frames. Megaman might need to take damage there. Then there is the long room... those instant kill thingies also need 3 hits or charged shot, which will also cost time. There is also another thing to consider. Near the end of the level, there is a very good spot to do the glitch where megaman enters the screen at the top, and ends up in the room below (near the very end). This is however also possible in the first room, and the room where your fm2 ends. I'm not too sure it will be useful in these rooms... but it should at least be considered. But yeah, the strategy in that room is very fast... I'm pretty sure it will end up in a TAS... but there will also be some time losses due to it.
Experienced player (634)
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Baxter wrote:
Yeah, that room in your fm2 will definately be a lot faster that way. Did you mean not switching to Crystalman's weapon either? That would indeed save an additional 150 frames not changing weapons, but... The first room will be slower, due to not using super arrow. I don't know if there is enough time to charge the weapon, without losing time, but otherwise some more time might be lost, as those tigers take three hits. Same with the enemies in the third room, which takes 4 hits, or a charged shot and a normal hit... there certainly isn't enough time to charge for the second one, and those can only be hit once every ~10 frames. Megaman might need to take damage there. Then there is the long room... those instant kill thingies also need 3 hits or charged shot, which will also cost time. There is also another thing to consider. Near the end of the level, there is a very good spot to do the glitch where megaman enters the screen at the top, and ends up in the room below (near the very end). This is however also possible in the first room, and the room where your fm2 ends. I'm not too sure it will be useful in these rooms... but it should at least be considered. But yeah, the strategy in that room is very fast... I'm pretty sure it will end up in a TAS... but there will also be some time losses due to it.
The tigers in the first room aren't that hard to kill (they only take three hits). As for the enemies in the third room, all you have to do is charge up your buster and use a charged shot on the first one. The second one you might have to undo your slide then shoot. This shouldn't lose THAT much time. :)
Experienced player (634)
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I didn't see where you used my strategy for Gyro Man's fifth room. In case you thought it couldn't be done, here it is: http://dehacked.2y.net/microstorage.php/info/1739322323/GlitchMan-Mega%20Man%205%20%28U%29-lvl03superarrow.fm2 Also, I found a way to reduce lag when you ride the Super Arrow (only if you're at the top of the screen). There will usually be no lag when Mega Man's sprite is off the top of the screen. Do the slide-jump-slide-jump thing on it and that is a way to reduce the lag.
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GlitchMan wrote:
I didn't see where you used my strategy for Gyro Man's fifth room. In case you thought it couldn't be done, here it is: http://dehacked.2y.net/microstorage.php/info/1739322323/GlitchMan-Mega%20Man%205%20%28U%29-lvl03superarrow.fm2 Also, I found a way to reduce lag when you ride the Super Arrow (only if you're at the top of the screen). There will usually be no lag when Mega Man's sprite is off the top of the screen. Do the slide-jump-slide-jump thing on it and that is a way to reduce the lag.
I made that first wip before you mentioned this super arrow strategy for the Gyroman stage. In the later wip, I was planning on including it. I also noticed that jumping at the top of the screen, getting megaman offscreen with super arrows at the top of the screen kills a bit of lag. Sliding sometimes causes a bit of lag. So it's also important where you slide and jump. Because I had no systematic way of testing all possible options (there are so many... you could slide a frame later, 2 frames later, do nothing for a bit, walk, jump, etc), I didn't continue that first wip, at the chargeman stage. I was at an arrow at the top of the room, and I didn't know how to make sure I was avoiding as much lag as possible. Sliding and jumping indeed helps... but such a room is really long, and you can't really tell how you are doing... I had a hard time optimizing it, so I was stuck there for a bit. Then I noticed I would have to redo something at the starman stage...
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Baxter wrote:
I made that first wip before you mentioned this super arrow strategy for the Gyroman stage. In the later wip, I was planning on including it.
Oh! I wondered why you didn't include it. I thought it was becuase you didn't think it would work.
Baxter wrote:
Then I noticed I would have to redo something at the starman stage...
What was it?
Skilled player (1410)
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GlitchMan wrote:
Baxter wrote:
Then I noticed I would have to redo something at the starman stage...
What was it?
That thing you mentioned about pressing left right after the first gate closes. (This saved a frame... I however saved quite a few more frames by avoiding more lag when redoing the starman fight.)
Experienced player (634)
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I thought you were talking about taking damage off one of the enemies in the 2nd to last room prior to the boss gates (it's the one with the platforms that move up and down). You know you can take damage at a particular time off one of the enemies then you will fall when you are taking damage as if there were no low gravity.
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GlitchMan wrote:
I thought you were talking about taking damage off one of the enemies in the 2nd to last room prior to the boss gates (it's the one with the platforms that move up and down). You know you can take damage at a particular time off one of the enemies then you will fall when you are taking damage as if there were no low gravity.
I know that's possible... but I'm pretty sure that's slower, as you can't reach the next ledge in one go then...
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http://dehacked.2y.net/microstorage.php/info/1064379663/GlitchMan-Mega%20Man%205%20%28U%29-lvl02superarrow.fm2 Another example of how no weapon switching is a useful time-saving strategy! Man! Today was a great day with time-saving techniques! :)
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Skilled player (1410)
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Nice... it looks like this will be a bit faster. One does however need a big refill from that last enemy. How much of the first level have you currently TASed?
Experienced player (634)
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Baxter wrote:
Nice... it looks like this will be a bit faster. One does however need a big refill from that last enemy. How much of the first level have you currently TASed?
I'm at the checkpoint (4th room). I'm stuck on the lag parts of it. When I shoot an enemy, an item of some sort always happens to come out of it. It's SO ANNOYING because guess what: IT CAUSES LAG!!! <:( But don't worry! I'll find a way around it...somehow...
Noxxa
They/Them
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While t3h Icy found an useless suiciding glitch for Mega Man 4, I found one in Mega Man 5.
http://www.youtube.com/Noxxa <dwangoAC> This is a TAS (...). Not suitable for all audiences. May cause undesirable side-effects. May contain emulator abuse. Emulator may be abusive. This product contains glitches known to the state of California to cause egg defects. <Masterjun> I'm just a guy arranging bits in a sequence which could potentially amuse other people looking at these bits <adelikat> In Oregon Trail, I sacrificed my own family to save time. In Star trek, I killed helpless comrades in escape pods to save time. Here, I kill my allies to save time. I think I need help.
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Mothrayas wrote:
While t3h Icy found an useless suiciding glitch for Mega Man 4, I found one in Mega Man 5.
Awesome! You and T3h Icy are really awesome at finding glitches in Mega Man games. :) Also, I edited a post in the Mega Man 6 topic. I did this to avoid having multiple posts at one time.
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Skilled player (1410)
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Very nice! I wouldn't have thought my starman level could be improved this much (51 frames at the end). Cool new strategy in the spike room... I did consider going over the spikes, but going all the way over them was slower, I tested something like this, but didn't work out. Glad to see you working on this again, keep it up :)
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Further optimization of sliding is beautiful in Star Man stage. There was no project for a long time though MegaMan5 had route of save the time since 2006/07. I am expecting the scroll of sliding of super-arrow. :P http://www.yuko2ch.net/rockman/m5scrollre8.mpg
Experienced player (634)
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Hi! Thanks Baxter and finalfighter!! And don't worry I WILL do a good job optimizing the Super Arrow and weapon switches throughout the entire run through of this game, especially the Super Arrow top-to-bottom screen glitch!!! You all CAN count on me!! :D
Joined: 12/28/2004
Posts: 210
GlitchMan wrote:
Hi! Thanks Baxter and finalfighter!! And don't worry I <b><i>WILL</i></b> do a good job optimizing the Super Arrow and weapon switches throughout the entire run through of this game, especially the Super Arrow top-to-bottom screen glitch!!! You all <b><i>CAN</i></b> count on me!! :D
Whelp, I dunno about you guys but I definitely believe in him.
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Blaise wrote:
GlitchMan wrote:
Hi! Thanks Baxter and finalfighter!! And don't worry I WILL do a good job optimizing the Super Arrow and weapon switches throughout the entire run through of this game, especially the Super Arrow top-to-bottom screen glitch!!! You all CAN count on me!! :D
Whelp, I dunno about you guys but I definitely believe in him.
Thanks! I also have a new update on my run: I saved 15 frames on Star Man's stage (from room 6 and up)!! I am on the boss now!!!
Skilled player (1410)
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Posts: 1821
Maybe you can also save frames at the boss... I think my wip was about 3 frames faster (probably less lag at the end of the fight) than the wip you recently uploaded.
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