Yeah, it's basically the same glitch/trick, as in the movie AngerFist posted... maybe it is a bit more general. It's a fun trick... although I don't see any use of it in the TAS at this point.
If anyone is still working on this speedrun for Skull Man's level after switching to the balloons, I recommend keeping it switched there instead of Ring Boomerang. I think it's a big time saver so that you won't have to waste all that time climbing ladders and you'll save about a second not switching weapons. Also, there might be a zipping glitch near the end of the first section.
Aw, come on! I already made it to Bright Man's stage! Please gimme a chance!
I still have to find out if the boss for Wily Stage 1 from MM6 can be improved! Every second has to count!!!!!!
Aw, come on! I already made it to Bright Man's stage! Please gimme a chance!
I still have to find out if the boss for Wily Stage 1 from MM6 can be improved! Every second has to count!!!!!!
Aw, come on! I already made it to Bright Man's stage! Please gimme a chance!
I still have to find out if the boss for Wily Stage 1 from MM6 can be improved! Every second has to count!!!!!!
Feel like posting a wip of the first stage?
Are you talking about the MM4 or MM6 run?
Mega Man 4 (Sorry if it was unclear... but it was in the Mega Man 4 topic, and it was the only wip that completed a single stage)
Here is a WIP for the first three stages:
http://dehacked.2y.net/microstorage.php/info/1438819497/mega_man_3-MEGAMAN4%20%28WIP1%29.fcm
Sorry for keeping you guys so long. My computer keeps overheating and progress has been really slow. I thought I might wait until Ring Man's stage was done to post this.
You guys should really check this one out. I found a way to utilize Pharaoh Shot so that the boss is hit at almost the exact time it is vulnerable again!
Wow, very nice. As you might know AngerFist, Shinryuu and I were also working on this (although we only completed 2 stages over a long period). The wip of these two stages is here: http://dehacked.2y.net/microstorage.php/info/1739183648/Mega%20Man%204%20first%20two%20stages.fm2
(Use FCEUX to play the fm2 file)
Here is a comparison between the two wips. "+" means you are faster, "-" means we are faster. Everything is added up, so +1 for room 1 means you were a frame faster in room 1. -2 in room 2 means we were 3 frames faster in room 2, which means that we reach the end of that room 2 frames faster (-3+1=-2)
Pharaohman
Room 1, +1, It is possible that we waited a frame here to get better randomness in the next room.
Room 2, -3
Room 3, +12, You handled this room very well, nice.
Room 4, +13
Room 5, +17
Room 6, +17
Boss health depleted, +31, Your uncharged shot was great, getting a large distance between you and pharaohman. Made your version 14 frames faster!
Black screen, -43, You forgot to do the glitch where megaman jumps to the center of the room to skip the animation! (Check the above wip to see it.)
Brightman
Room 1, -40, we started the stage at -43, so you saved 3 frames here.
Room 2, -31, nice strategy here! Using mega buster for the first part seems so obvious :)
Room 3, -31, You used a balloon more here, which wasn't needed, as our version was equally fast.
Room 4, -30
Room 5, -35, Strange different strategy you got there. I'm surprised actually it is only 5 frames slower.
Room 6, -31, You use the ladder zip glitch here, which we also discovered, but only after we were done with this stage. We might have gone back to redo this.
Room 7, -42, I think we did a better job in avoiding lag in this room.
Room 8, -42
Boss health depleted, +3, You did a lot better job here. The trick you constantly use was not unknown to us, but we only used it once in our version. Using it constantly saves a good amount of time it seems, very nice.
Black screen, -27, What is really important for the explosion is that the boss is at the horizontal center of the room. Vertical position doesn't really matter. It might save a frame or two if he's in the perfect center both horizontally AND vertically, but it doesn't matter if he is vertically in the air or at the ground (if he's not in the perfect center). The explosion leaves the screen last horizontally anyway, so this should be focussed on. We killed him at the perfect horizontal center, which saved us 30 frames here.
There are two other things that will save time for you:
1) If you have balloon left after a boss battle, which would be possible for you after brightman for instance, as you could save a balloon with your strat, then you can save time by using the balloon to move to the center of the room after brightman is dead to skip the animation (like we did for pharaohman animation after the battle). Going to the start menu to select balloon will cost a lot, but skipping the animation will still save a few frames.
2) After brightman, it might very well be a good idea to do drillman instead of ringman. At drillman's stage, only bright flash is used, which you already have, and the dive missles damage the boss 3 hp, which is the same as a charged pharaohshot, and with your strategy, pretty much no time will be lost at the drillman bossbattle either. Doing drillman first will give you access to rushjet at stages like skullman's stage, which allows for way faster glitching through the wall than using balloon, so this will no doubt save time. (This glitching might save time in other stages and places too).
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I also liked some of your strategies for the ringman stage. Using balloon a bit different at one of the earlier rooms, being damaged by the big ring enemy and using more pharaohshot during the stage. The new pharaohshot strategy saved also time here compared to the published run, although the boss X position could be better. Maybe having rushjet can save time in this stage also?
2) After brightman, it might very well be a good idea to do drillman instead of ringman. At drillman's stage, only bright flash is used, which you already have, and the dive missles damage the boss 3 hp, which is the same as a charged pharaohshot, and with your strategy, pretty much no time will be lost at the drillman bossbattle either. Doing drillman first will give you access to rushjet at stages like skullman's stage, which allows for way faster glitching through the wall than using balloon, so this will no doubt save time. (This glitching might save time in other stages and places too).
I never thought of that. I will do that strategy only this time I think it might be faster if at the end of room 1 of Drill Man's stage I switch to the balloons to "climb" the ladder section (I think the weapon switch is worth it!) then switch to Pharaoh Shot. This also helps so that I won't waste time taking damage on the enemies in room 3 because with Flash Stopper the helmet enemy won't pop up.
Baxter wrote:
The new pharaohshot strategy saved also time here compared to the published run, although the boss X position could be better.
I couldn't find a way to get Ring Man to go as close to the center as I can. He walks toward the area that Mega Man was at a particular frame and I tried to walk as close to the center as I can while still being able to hit him with Pharaoh Shot. I just worked with what I had.
1) If you have balloon left after a boss battle, which would be possible for you after brightman for instance, as you could save a balloon with your strat, then you can save time by using the balloon to move to the center of the room after brightman is dead to skip the animation (like we did for pharaohman animation after the battle). Going to the start menu to select balloon will cost a lot, but skipping the animation will still save a few frames.
This reminds me of that glitch I saw after the boss in Dive Man's stage from the '06 run. I think this glitch gave way to the one demonstrated after the Pharaoh Man and Bright man boss fights. Great find on this one!
1) If you have balloon left after a boss battle, which would be possible for you after brightman for instance, as you could save a balloon with your strat, then you can save time by using the balloon to move to the center of the room after brightman is dead to skip the animation (like we did for pharaohman animation after the battle). Going to the start menu to select balloon will cost a lot, but skipping the animation will still save a few frames.
This reminds me of that glitch I saw after the boss in Dive Man's stage from the '06 run. I think this glitch gave way to the one demonstrated after the Pharaoh Man and Bright man boss fights. Great find on this one!
Sorry for bumping.
In the current TAS, against Dr. Cossack (Cossack 4), would it possibly be faster to use Dust rather than charge up shots? Dust does 2 damage per hit, but doesn't need to be recharged, but replenishing it later could be costly on frames. I also think that Dust might be a bit slower due to the split after hitting Cossack, but I'm still pretty sure it would be a little bit faster.
Also two things I found out with testing a few things.
1) Against the boss in Cossack 1, if you kill the boss and immediately use Balloon, Rush Coil or Rush Jet, over a death pit that the boss made, you can trigger death during the level completion music.
2) Against the boss in Cossack 3, if you kill the boss while you take damage and jump onto the floor during invincibility, you can use Wire to grab either one of the platforms or the ceiling. The completion music won't trigger until you let go of Wire, but you can finish the level while standing on spikes. I'm wondering with this trick if you can jump high enough in "Trick 1" and somehow glitch the completion music.
This is a big if, but IF you can somehow skip the ending music and outro by dying and still going to the next level, maybe it could trigger some sort of glitch to unknown affect (likely just moving onto the next level). I haven't TASed it, but I was playing around live and wondering if it's possible. I would assume having a balloon at the top of the screen and then jumping on the last possible frame (which has to be the very end for the balloon disappearing AND the boss' death ending), you would get maximum height and still fall into a death pit.
Just something I've been wondering and tinkering with, but I would be amazed if it did anything, let alone save any time (especially when you need the boss to punch in two holes and you have to switch weapons).
Sage advice from a friend of Jim: So put your tinfoil hat back in the closet, open your eyes to the truth, and realize that the government is in fact causing austismal cancer with it's 9/11 fluoride vaccinations of your water supply.
What I remember about using Dust Crusher in the Game Boy game is that if you want to fire it fast, you need to be right up against the enemy, so that the 4 pieces will briefly spread out inside the enemy, striking the same hitbox and getting absorbed again. I have no clue how well that works in this game though.
put yourself in my rocketpack if that poochie is one outrageous dude
Wow, this is 6 frames faster than our wip, very nice! You are 3 frames faster in the first room, and 3 frames in the second room. Quite impressive, as a lot of time has already been spent on those first rooms!
Thanks! I worked really hard on it! Also, check out this demonstration run of the boss on Stage 1 of Dr. Cossack's fortress!
http://dehacked.2y.net/microstorage.php/info/946915054/mega_man_3-Mega%20Man%204%20%28U%29-demo1.fm2
I learned that you can perform the Rush Jet zipping glitch while sliding into an enemy (you don't have to face the other way). Also, during the fortress bosses if you unpause at a certain time the boss will explode while the ending music plays!
Thanks! I worked really hard on it! Also, check out this demonstration run of the boss on Stage 1 of Dr. Cossack's fortress!
http://dehacked.2y.net/microstorage.php/info/946915054/mega_man_3-Mega%20Man%204%20%28U%29-demo1.fm2
I learned that you can perform the Rush Jet zipping glitch while sliding into an enemy (you don't have to face the other way). Also, during the fortress bosses if you unpause at a certain time the boss will explode while the ending music plays!
Haha, very nice. In our wip, we were actually planning to do drillman after brightman, so that we could use that rushjet glitch more (drillman can be killed with pharaohshot quite fast). It definately will save time at the start of skullman's level, but maybe also at a lot of other places!
Thanks! I worked really hard on it! Also, check out this demonstration run of the boss on Stage 1 of Dr. Cossack's fortress!
http://dehacked.2y.net/microstorage.php/info/946915054/mega_man_3-Mega%20Man%204%20%28U%29-demo1.fm2
I learned that you can perform the Rush Jet zipping glitch while sliding into an enemy (you don't have to face the other way). Also, during the fortress bosses if you unpause at a certain time the boss will explode while the ending music plays!
Haha, very nice. In our wip, we were actually planning to do drillman after brightman, so that we could use that rushjet glitch more (drillman can be killed with pharaohshot quite fast). It definately will save time at the start of skullman's level, but maybe also at a lot of other places!
Awesome huh? I found a lot more time savers when I was playing through this game, such as switching weapons after entering the boss room and falling onto the floor like in Toad Man's stage (as demonstrated in the WIP). With our cool techniques, we can save not just one but TWO minutes off of the old Mega Man 4 run!
Also, I tried downloading your WIP but it comes up as just a text document. How do you convert it to a FM2 movie?