MegaMari : Marisa's Ambition (メガマリ - 魔理沙の野望) is a Mega Man 2-like doujin game with female characters from Touhou. Touhou Project (東方Project) is a series of danmaku shoot'em up games made by Team Shanghai Alice (上海アリス幻樂団).

Game objectives

  • Tool used: Hourglass r81
  • Aims for fastest time
  • Takes damage to save time
  • Uses death to save time
  • Abuses programming errors in the game
  • Manipulates luck
  • Uses no passwords

Tricks and Glitches

Skip Bosses with Thousand Knives
You can skip Patchouli Knowledge and Patchouli Saucer by using the Thousand Knives before entering the boss' room.
Corner Boost
When you jump at a square corner, you can get 2 pixel boost by doing so.
Ladder Glitch
When you jump up into the next screen, you can grab a ladder and scroll up the screen.
Floor Glitch
Place the Magic Broom on the same height as a floor and jump on it, you will fall through the floor when the broom disappears.
Ceiling Glitch
You can pass through a one-block-thick ceiling with the Magic Broom.
  1. Place the broom at a certain distance down from a ceiling and jump on it.
  2. Change to another weapons, then hold A for 1 frame.
  3. Change to the broom and hold A and B, then you will stand on the broom in the ceiling.
  4. Jump up to go through the ceiling.
Luck Manipulation
Boss patterns and enemy drops are changed by killing enemies and shooting the Psycho Missile or the Force Crisis. While shooting the Butterfly Stream, the RNG changes every frame.

Weapons

In this game, 8 bosses drop their orb when they are beaten. Marisa or Alice: only one character can get it and will obtain her weapon. In other words, you can get only eight of 16 different weapons. In this run, I get the weapons: White Rose Cluster (Cirno) , Force Crisis (Eirin Yagokoro), Butterfly Stream (Yuyuko Saigyouji) , Yin-Yang Strike (Reimu Hakurei) , Rolling Slash (Youmu Konpaku), Red Magic (Remilia Scarlet), Thousand Knives (Sakuya Izayoi), and Psycho Missile (Reisen Udongein Inaba). These weapons are more powerful and the Thousand Knives is used for skipping Patchouli Knowledge and Patchouli Saucer.

Stage-by-stage comments

Cirno
Cirno could be easily defeated with shots and the laser, so I chose her stage at first. I manipulated her to jump and shoot ice pillars that were easy to avoid.
Eirin Yagokoro
I manipulated Eirin to jump to the middle of the screen and used the White Rose Cluster. Since her motion was very simple, I was able to beat her quickly.
Yuyuko Saigyouji
In the final stretch towards the boss' room, I used the Force Crisis to manipulate Yuyuko to disappear and reappear on the top of the screen so that I can shoot her weakness weapon quickly.
Reimu Hakurei
Thanks to luck manipulations, Reimu just jumped and fired cards repeatedly. So she was taken out with the Butterfly Stream like Clashman in MM2.
Youmu Konpaku
The beginning of her stage, I used the Magic Broom to skip Komachi's boat and move faster. In the battle against Youmu, I had to use shots and the Force Crisis, because her weakness weapon (Thousand Knives) took time too much to hit her.
Remilia Scarlet
The Floor Glitch was used for the first time to enter her mansion. In stair rooms I used the Ceiling Glitch so many times. I manipulated Remilia to fly to the ceiling, ram the ground and jump. During her motion, I shot the Force Crisis, the Yin-Yang Strike, the Butterfly Stream, and the Yin-Yang Strike again in that order. The Force Crisis and the Butterfly Stream are not her weakness weapons but you can't use the Yin-Yang Strike when she is jumping, so I used the strategy to kill her quickly.
Sakuya Izayoi
I abused brooms in the ladder climbing area and did glitches for moving faster. In the battle against Sakuya, I predicted the place on which she intended to reappear and struck the Red Magic.
Reisen Udongein Inaba
I just used brooms a lot to go faster. I manipulated Reisen to jump and throw bombs so that I can use the Force Crisis and the Rolling Slash readily.
Patchouli stage 1
In the death laser area, I used the Thousand Knives and stop time in order to do the Floor Glitch.
Patchouli stage 2
In the boss fight, I hit Suika Ibuki twice with the use of one Butterfly Stream to save the HP.
Patchouli stage 3
In this stage, you can only use Marisa. When Super Marisa jumped to the ceiling, I hit her three times with the use of one Red Magic and made use of a Red Magic twice while she was running.
Patchouli stage 4
In this stage, you can only use Alice. I just jumped and used the Rolling Slash to kill Shikieiki Yamaxanadu.
Patchouli stage 5
For boss rematchs, I took this route: Yuyuko -> Reisen -> Eirin -> Youmu -> Remilia -> Sakuya -> Cirno -> Reimu
In Reimu's fight I used death in order to take a shortcut to the next checkpoint. Patchouli Knowledge was skipped by using the Thousand Knives.
Patchouli stage 6
I used the Thousand Knives to skip Patchouli Saucer.

Thanks

エルモア: His speed-run helped me very much.

turska: Judging.

turska: The run is great, the audience liked it and the little girls are fabulous. Accepting for publication.

turska: Proceessing.


ALAKTORN
He/Him
Former player
Joined: 10/19/2009
Posts: 2527
Location: Italy
does this game have no acceleration? it’s so ugly when a TASer just runs against walls while jumping up/falling down platforms… I usually do left-right retarded motion at least, simply pressing against the wall looks really bad to me anyway I’ll vote after I’ve finished watching the older run on nico edit: halfway through and the run looks fantastic, even though there are many moments of slow down due to enemies I’ll believe they’re unavoidable magnificent run, can’t vote anything but yes :)
Emulator Coder, Skilled player (1113)
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In case you run into problem where all input except directional seems to be ignored, here is a hacked movie file (done by turska) with modified keymap info: https://files.tasvideos.org/common/SubmissionFiles/3510S/megamari-tas-cstrakm-modified.wtf
Post subject: Movie published
TASVideoAgent
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Joined: 8/3/2004
Posts: 15580
Location: 127.0.0.1
This movie has been published. The posts before this message apply to the submission, and posts after this message apply to the published movie. ---- [2039] Windows MegaMari: Marisa no Yabou by cstrakm in 32:49.12
Joined: 1/23/2012
Posts: 4
Wow. I really want to know how did you set Hourglass. I tried to tas New Super Marisa Land but the game always crushed.
Joined: 5/19/2010
Posts: 259
Location: California
Is anyone else hearing a brief but noticeable music cut-out @27:58-28:00? For reference, it's after Alice uses Rolling Slash right before challenging Shikieiki in Patchouli Castle Stage 3 (Alice Branch). I'm pretty sure it's not just the music looping, since the same section in cstrakm's older Megamari TAS (http://nicoviewer.net/sm17337019) doesn't experience this sound glitch(?).
#3201
Skilled player (1176)
Joined: 5/11/2011
Posts: 427
Location: China
sameasusual wrote:
Is anyone else hearing a brief but noticeable music cut-out @27:58-28:00? For reference, it's after Alice uses Rolling Slash right before challenging Shikieiki in Patchouli Castle Stage 3 (Alice Branch). I'm pretty sure it's not just the music looping, since the same section in cstrakm's older Megamari TAS (http://nicoviewer.net/sm17337019) doesn't experience this sound glitch(?).
I think he must choose the CamStudio codec to dump the video, and use "a1++a2++a3..." to fix the a/v desync in the avisynth. In my computer, hourglass's dump has a/v desync problem. I'm not sure all the persons has this problem. Maybe he should dump video with 60 fps, and audio with 59.9 fps, or change the system time. No matter what this encode is not prefect.
Joined: 7/2/2007
Posts: 3960
I was just re-watching this run today, and while it's quite entertaining I can't help but think that the constant damage-taking kind of goes against the idea of a bullet-hell platformer. Some of the best parts of the current run are where the player finds creative ways to avoid the bullets without having to slow down. So I'd like to express my support for a no-hit run, on the off-chance that anyone's interested in running the game.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Joined: 4/19/2012
Posts: 4
I don't know where to post this, but a new development has been found in MegaMari that would improve the TAS. Hopefully, should anyone decide to step up and make that improvement, they'll look back at this thread and find it here. After collecting one weapon, you can use a glitch to add Marisa's Broom and Alice's Doll to your inventory. The Doll would probably do nothing for the run, but this means that you can have the Broom for stages 2-4, before it would normally be unlocked. The steps to do this are: -Have 80 to 108 energy in the weapon's meter (max energy is 112, and 4 energy is 1 visible tick on the display) -Collect a large weapon energy item -When the weapon reaches max energy, pause (I believe this to be a frame perfect input) ---If you can see the weapon's energy through a memory viewer, it should become 116 -Switch to either Marisa or Alice's default weapon, then unpause After doing this, you will have the Broom and the Doll. If Eirin has been defeated, you will lose her weapon, though it is safe to perform the glitch before defeating Eirin and earn her weapon as normal. I have been asked if this works with a small weapon energy item, but I do not believe there is enough energy in it to activate the glitch, and I have never gotten it to work. Feel free to prove me wrong. There's also a variation on the same glitch, which is much less important, but may have uses in weapon energy management. After refilling the weapon and pausing, instead of switching to a default weapon to activate the inventory glitch, you can switch to a different weapon, and any remaining weapon energy in the item will be added to the other weapon. I have to give thanks to pointblanket, who accidentally stumbled upon this glitch during his first playthrough. His original discovery of the glitch can be found here: http://www.twitch.tv/pointblanket/c/1873232 And thanks to Jadian who immediately understood and replicated the glitch upon seeing the above video. ---------------------------------------------------------------------------------------- The above is all that's really important, but for people who are curious about additional details, I'll take a moment down here to look at why this happens.
weapon flags: unused Reimu Remilia Youmu  . 00 FF 01 FF .
weapon flags: Reisen Cirno Sakuya  Yuyuko . FF FF FF FF .
weapon flags: Eirin  Broom Doll    unused . FF FF FF 00 .
                                          . 70 00 00 00 . weapon energy: Reimu
                                          . 70 00 00 00 . weapon energy: Remilia
This is a sample of the game's memory. For boss weapons, 00 gives the weapon to Marisa, 01 gives the weapon to Alice, and all values 02 through FF give the weapon to neither character. For the Broom and Doll, all values 00 through 7F will give the item, and all values 80 through FF will not give the item. In this example, I have the Alice Remilia weapon, so let's work with that. I use up a bit of Remilia's weapon, collect a big weapon drop, and pause the game on the frame that the weapon is done refilling. If paused at the correct time, the line of memory that holds Remilia's weapon energy will be 74 00 00 00. But wait, 70 00 00 00 is the maximum! If you unpause with Remilia's weapon still equipped, the game will check Remilia's weapon energy, decide Remilia's energy doesn't need to be refilled, then set Remilia's energy to 70 00 00 00 to account for the overflow. However, if you change to the buster, then unpause, the game will check the buster's weapon energy, decide the buster's energy doesn't need to be refilled, then set the buster's energy to 70 00 00 00. Now let's look back at that memory block.
weapon flags: unused Reimu Remilia Youmu  . 00 FF 01 FF .
weapon flags: Reisen Cirno Sakuya Yuyuko  . FF FF FF FF .
weapon flags: Eirin Broom Doll unused     . 70 00 00 00 . weapon energy: Marisa Buster/Alice Laser???
                                          . 70 00 00 00 . weapon energy: Reimu
                                          . 74 00 00 00 . weapon energy: Remilia
After this happens, the weapon flags for Eirin, Broom, and Doll have been overwritten. 70 is not a valid value for Eirin, so the weapon will not exist. 00 is valid for Broom and Doll so those two items will exist. I chose to use Remilia's weapon as the example, but this will work after overflowing any weapon. You can even activate the glitch with the Doll to delete Eirin's weapon, though why you'd want to do that is beyond me.
WST
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Posts: 1697
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Remilia stage was absolutely beautiful, so tool-assisted <3
S3&A [Amy amy%] improvement (with Evil_3D & kaan55) — currently in SPZ2 my TAS channel · If I ever come into your dream, I’ll be riding an eggship :)