On this site, we make perfect movies, and then we beat them. Of course, if we can beat them, they weren’t perfect in the first place, but who would have known?
This submission beats the published Rockman movie by about 48 seconds (2887 frames). It breaks down to these improvements:
  • Elecman: 88 frames
    • New glitch-techniques (~20 frames)
    • New playing-techniques (~58 frames)
    • Better precision (~10 frames)
  • Iceman: 64 frames
    • Water scene (better precision): ~35 frames
    • Lift scene (better precision): ~20 frames
    • Tunnel (better precision): ~10 frames
  • Fireman: 697 frames
    • Better precision
    • New glitch-techniques (MAJOR)
  • Bombman: 884 frames
    • New glitch-techniques (MAJOR)
    • Better precision
    • Less refills
  • Gutsman: 42 frames
    • New playing-techniques (beginning, refill approach)
    • Better precision
  • Cutman: 454 frames
    • New glitch-techniques (MAJOR)
  • Wily1: 82 frames
    • New playing-techniques (~20 frames gained at refill, ~30 frames gained at the Boss)
    • Better precision
  • Wily2: 184 frames
    • New glitch-techniques (~60 frames)
    • Better precision (~40 frames)
    • New refill strategy (~60 frames)
  • Wily3: 84 frames
    • New glitch-technique
  • Wily4: about 280 frames
    • New playing-techniques (most notably, the Wily fight is very different)
Most of the new strategies come from finalfighter. Some came from Morimoto. Huge thanks to both of them. A few were discovered by AngerFist and Bisqwit during the making of the movie.
The precision of the making of this movie was greatly improved from the past. What most influenced that outcome, was an emulator feature, an FCEU extension, that shows the following things each frame:
  • Position and speed of Rockman (X, Y) at subpixel precision
    • This allowed to make optimizations that weren't immediately visible, but only affected in the long run
    • It also helped solve many mysteries of the game that were previously without answers
  • Positions and ages of each Magnet Beam
    • Combined with the data collected at Rockman Data, this allowed to predict exactly where and when to place each beam
  • Indicator of boss and enemy hits
    • This saved a lot of trial&error work.
Other software that were written for the tasks specialized for this game:
  • BisqBot, a rerecording robot, was used to manipulate the weapon refills and to fight the Wily3 boss.
  • A C++ program was made to predict the randomness needed to make Bombman act in a certain way at Wily4.
A lot of wall-passing / wrapping / zipping techniques are used in this movie. And this “a lot” means... adjectives are not enough to describe it. It has became increasingly difficult for even an expert player to comprehend what is going on in this movie. In a few situations, what appears on the screen is not what happens in the game. For example, Rockman may appear to pass through a spike unharmed or jump from air. In such situations, he’s usually temporarily inhabiting the “next screen” that is different from the one being displayed. Except, when he really actually hits a spike and still survives (this happens in Bombman stage).
The foundation of all of the techniques used in this movie are explained at Rockman Tricks, but the applications are myriad and complicated. There currently exists no documentary of those applications, but if you keep asking, something like that may be built in the progress of answering your questions.
If you are interested in the source code of the programs/tools mentioned in this post, ask Bisqwit.

EDIT: This submission was originally submitted as a Rockman movie, but as I tried out how it works in USA Mega Man, and noticed it desyncs in the last battle, I tried to make a compatible USA version movie on the side of the Japanese version. However, the USA version movie ended up being faster (due to no particular reason), so I’m actually replacing the old submission with this new one.
If played on Japanese version, it desyncs in the second part of the last fight. Use the USA version.


Editor, Expert player (2479)
Joined: 4/8/2005
Posts: 1573
Location: Gone for a year, just for varietyyyyyyyyy!!
I enjoy glitches. This movie is full of glitches. So, I enjoy this movie very much. Now I believe that all my movies are improvable even though I can't see any mistakes in them.
Editor, Active player (297)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
MovieWatcher wrote:
I actually think there should be an entirely glitch-free version of this game available too.
I once started making one, but I ran into the problem of defining what counts as a glitch and what not. I discussed that in this thread.
Joined: 5/30/2005
Posts: 14
The MegaMan gaming-series is one of the greatest, ever! You have to release it. ;)
Post subject: Movie published
TASVideoAgent
They/Them
Moderator
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. ---- [515] NES Mega Man by Bisqwit & AngerFist in 16:09.82
Sir_VG
He/Him
Player (40)
Joined: 10/9/2004
Posts: 1913
Location: Floating Tower
All I have to say is... What in the hell did I just see? MY GOD. o_O;;
Taking over the world, one game at a time. Currently TASing: Nothing
Joined: 12/15/2005
Posts: 38
I'm with Sir VG...never before have I seen a game so amazingly...dealt with. This definitely deserves the star it has. 2 thumbs up is an understatement...a severe understatement. I'm scared now....
Joined: 5/30/2005
Posts: 14
Thank you Bisqwit & AngerFist, this is a masterpiece. ;) I like the grafical errors in some enemys, like in Secret Worlds, of Metroid games. This is heavily glitched.
Joined: 2/27/2006
Posts: 31
This TAS's just insane! Starting with Bomb Man's stage, it just becomes one huge programming error. Cut Man's and Wily's 2nd stage are nearly impossible to follow. I'm just a little disappointed that Mega Man had to take some slight damage from Wily's first boss. I also wonder if staying close to Elec Man throughout the battle might not have improved the time by some frames--I know you're into that!
Editor, Active player (297)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
chyren wrote:
This TAS's just insane! Starting with Bomb Man's stage, it just becomes one huge programming error. Cut Man's and Wily's 2nd stage are nearly impossible to follow. I'm just a little disappointed that Mega Man had to take some slight damage from Wily's first boss. I also wonder if staying close to Elec Man throughout the battle might not have improved the time by some frames--I know you're into that!
Thank you for the feedback. - Wily 1 boss: I took damage for fun. It's not like it matters. - Elecman: The only thing that affects is whether you hit Elecman as soon as it stops blinking, or not. The distance the shots travel before landing bears no effect to the timing. I could have shot a lot faster if I wanted, but the shots would have went through Elecman without harming him. So I only made it sure to ensure that Elecman has a shot inside him at every instant he resumes swallowing them. Sometimes the shot travels a few pixels inside him before he swallows it, because I shot it early (but not too early, or it would have been completely through him before a hit was registered).
Joined: 2/27/2006
Posts: 31
Bisqwit wrote:
chyren wrote:
This TAS's just insane! Starting with Bomb Man's stage, it just becomes one huge programming error. Cut Man's and Wily's 2nd stage are nearly impossible to follow. I'm just a little disappointed that Mega Man had to take some slight damage from Wily's first boss. I also wonder if staying close to Elec Man throughout the battle might not have improved the time by some frames--I know you're into that!
Thank you for the feedback. - Wily 1 boss: I took damage for fun. It's not like it matters. - Elecman: The only thing that affects is whether you hit Elecman as soon as it stops blinking, or not. The distance the shots travel before landing bears no effect to the timing. I could have shot a lot faster if I wanted, but the shots would have went through Elecman without harming him. So I only made it sure to ensure that Elecman has a shot inside him at every instant he resumes swallowing them. Sometimes the shot travels a few pixels inside him before he swallows it, because I shot it early (but not too early, or it would have been completely through him before a hit was registered).
I know all about the boss's little recovery time. I just thought you MIGHT get out out a frame our two more (or less?). Anyhow, it wouldn't have looked as fun if you'd done that, though.
Active player (437)
Joined: 4/21/2004
Posts: 3517
Location: Stockholm, Sweden
chyren wrote:
I just thought you MIGHT get out out a frame our two more (or less?).
No, not possible, Bisqwit hit Elecman whenever it was possible.
Nitrogenesis wrote:
Guys I come from the DidyKnogRacist communite, and you are all wrong, tihs is the run of the mileniun and everyone who says otherwise dosnt know any bater! I found this run vary ease to masturbate too!!!! Don't fuck with me, I know this game so that mean I'm always right!StupedfackincommunityTASVideoz!!!!!!
Arc wrote:
I enjoyed this movie in which hands firmly gripping a shaft lead to balls deep in multiple holes.
natt wrote:
I don't want to get involved in this discussion, but as a point of fact C# is literally the first goddamn thing on that fucking page you linked did you even fucking read it
Cooljay wrote:
Mayor Haggar and Cody are such nice people for the community. Metro City's hospitals reached an all time new record of incoming patients due to their great efforts :P
Joined: 8/1/2004
Posts: 178
JXQ wrote:
Nice work guys. Watching the memory could be the next big thing to hit TASing since frame advance.
What does this mean exactly? Memory watching = being able to tell when there is going to be slowdown or something else?
<^>v AB X LR s
Editor, Active player (297)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
Oddity wrote:
Memory watching = being able to tell when there is going to be slowdown or something else?
Read the submission message of the movie discussed in this thread. It is what he is talking about.
Player (89)
Joined: 11/14/2005
Posts: 1058
Location: United States
Excellent movie, guys. Even though it was difficult to keep up with what was happening, it looked absolutly flawless. With 3 megaman runs under his belt, what will AngerFist do next? :)
They're off to find the hero of the day...
Joined: 4/23/2004
Posts: 150
Just to attempt an answer to the vote query, didn't Viper7's SMW 100% get 74 votes or thereabouts? Andreas
Active player (437)
Joined: 4/21/2004
Posts: 3517
Location: Stockholm, Sweden
hero of the day wrote:
what will AngerFist do next? :)
Do what I usually do, work on another Mega Man run :)
Nitrogenesis wrote:
Guys I come from the DidyKnogRacist communite, and you are all wrong, tihs is the run of the mileniun and everyone who says otherwise dosnt know any bater! I found this run vary ease to masturbate too!!!! Don't fuck with me, I know this game so that mean I'm always right!StupedfackincommunityTASVideoz!!!!!!
Arc wrote:
I enjoyed this movie in which hands firmly gripping a shaft lead to balls deep in multiple holes.
natt wrote:
I don't want to get involved in this discussion, but as a point of fact C# is literally the first goddamn thing on that fucking page you linked did you even fucking read it
Cooljay wrote:
Mayor Haggar and Cody are such nice people for the community. Metro City's hospitals reached an all time new record of incoming patients due to their great efforts :P
Joined: 1/1/2022
Posts: 1716
I, for one, rather enjoyed the brief 'subtitling' explaining the magnet beam graphics. As it is obvious that the movies are becoming increasingly impossible to follow without behind the scenes explanations, it might help if more subtitling like that was introduced, to explain the glitchier segments of the movie, pointing out the exact locations for some of the more obscure, or hidden tricks. Also, it might help liven up runs with long boring interludes (Such as RPG runs with cut-scenes we've all already seen) by allowing the TAS-ers a chance to stretch their writing ability. Would it be terribly difficult to set up 'revisions' of movies to have the previous run playing beneath/next to the new run, so that viewers could see how the new and old movies side by side without the difficulty of syching different media players? I think the talk of this movie exemplifying a new standard of TAS-ing is quite true. I think we're moving beyond people playing games, and into the realm of scientific process being applied to a subject that can appeal to an audience that normally might not find science as interesting. Also, first post. Hiya! -SirNiko
Player (86)
Joined: 3/8/2005
Posts: 973
Location: Newfoundland, Canada
That is what is happening. and it scares me.
Active player (435)
Joined: 9/27/2004
Posts: 650
Location: Canada
It's amazing that you can keep finding ways to shave off seconds from the overall time. Excellent work.
Emulator Coder
Joined: 6/8/2005
Posts: 236
Location: Madison, Wisconsin
Graveworm wrote:
moozooh wrote:
I know this was a great work, but that constant zipping doesn't appeal to me much, neither the game does.
Why would you watch a movie of a game you don't like? I'm asking because I'm curious.
The game gets the living crap get beat out of it. That's why *I* still watched this submission. Even though I'm not a fan of the games themselves. It still owned, and it still got my 'yes' vote, not for what the GAME is, but for what the RUN is, and how it was done. That takes a lot of dedication I'm sure. <-- noob.
Shingen
He/Him
Joined: 11/23/2004
Posts: 68
Location: Urf
THUNK. Hear that? That's my jaw hittin' the floor. I've seen glitchy speedruns and have been impressed but MAN! This is absolutely NUTS. I love it!
JXQ
Experienced player (761)
Joined: 5/6/2005
Posts: 3132
I downloaded the avi after hearing about extra messages, I like those. But wow, the graphic change was more than I expected, and definitely welcome. I hate the way it blinks in the game. How'd you change that, B? There are also extra messages during the end credits that give credit where credit is due. Also, credit.
A Runnelid wrote:
Just to attempt an answer to the vote query, didn't Viper7's SMW 100% get 74 votes or thereabouts?
SMW has 83 currently. This run is currently 4th in the all-time list. Just go to submissions on the front page and then click list all submissions. Order them by confidence instead of votes, that way, runs with 1 "no" vote and a million "yes" votes aren't shoved way down the list.
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
Player (206)
Joined: 5/29/2004
Posts: 5712
I think I like the beam being semi-transparent from the flickering, to make it look less physical... But oh well.
put yourself in my rocketpack if that poochie is one outrageous dude
Banned User
Joined: 3/10/2004
Posts: 7698
Location: Finland
SirNiko wrote:
I, for one, rather enjoyed the brief 'subtitling' explaining the magnet beam graphics. As it is obvious that the movies are becoming increasingly impossible to follow without behind the scenes explanations, it might help if more subtitling like that was introduced, to explain the glitchier segments of the movie, pointing out the exact locations for some of the more obscure, or hidden tricks.
It has been suggested in the past that TAS makers could create subtitle files explaining those interesting bits of information. There are standard subtitling file formats which are easy to create by hand (ie. they are pure ascii) and which many mediaplayers support.
Editor, Active player (297)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
JXQ wrote:
How'd you change that, B?
Source code included a few posts earlier.