Experienced player (544)
Joined: 5/12/2005
Posts: 707
Bisqwit wrote:
With the huge wait to get Rockman fall 128 screenfuls (128*256/12 frames = 2730 frames <sup>[1]</sup>), can this trick be useful?
I don't think there will be any use for it in the end because it takes way too much time to perform (almost 1m 20-30s) But it's a new trick that collectors will love =)
Joined: 2/2/2008
Posts: 8
I'm having difficulty understanding the zipping mechanism with item 3. I am able to do it with item 1, but only if I throw another item to cause Megaman to face left. "Waiting for Megaman to settle down" and facing left merely leaves me in the wall facing left, not zipping. The problem I'm having with item 3 is that you can't throw another when one is out. Particularly in the heatman stage, once I get in the wall and face left, no zipping occurs. From the description of the tricks page, I am unsure as to what I'm doing wrong. Could someone provide a more detailed description of how to zip with item 3, particularly in the heatman stage?
Editor, Active player (297)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
Michiganbusiness wrote:
From the description of the tricks page, I am unsure as to what I'm doing wrong. Could someone provide a more detailed description of how to zip with item 3, particularly in the heatman stage?
First you descend from the ladder as low as possible, and put an Item3 facing left. Then you climb up such that you can step on the Item3, and grab the ladder again so that the Item3 starts inching down. When the Item3 is low enough, you fall onto it, and walk to its rightmost edge, as far as you can go without falling. Face right, and wait for the Item3 to push Megaman to the ceiling. When Megaman is in the ceiling such tightly that trying to jump will not make him fall down through the ceiling, you will perform the following sequence in order to make Megaman face to the left without walking: ― Hit A for 1 frame ― Hit nothing for two frames ― Hit Left for 1 frame ― Wait, and zipping should start automatically.
Joined: 5/27/2008
Posts: 17
I'm attempting to do a speedrun for Megaman 2 (non tool assisted), and I've found a lot of the techniques discussed here and in the movies to be very helpful. Most aren't possible in real time, but quite a few seem to be. I have a question regarding vertical warping, as it is not explained fully in the game tricks page. I am able to perform the vertical warping trick consistently in real time only under certain circumstances. It seems I can only get the trick to work when Megaman enters the ceiling left of the ladder, and is facing right. For illustration, here is what I mean. (.mp4 h.264 video, AAC audio) However, it seems that in the majority of the places this would be useful, megaman must enter the ceiling to the right of the ladder, and in the TAS runs, is facing to the left. I cannot seem to get the trick to work under such circumstances. If anybody could provide more detail on how this trick works and what needs to be in place to accomplish it, I would be very grateful.
Experienced player (544)
Joined: 5/12/2005
Posts: 707
You have to jump certain time to get a good height position when you are able to jump. (height increases always you press A button) and press a bit to right while jumping inside a wall but not too much. If you face to left there you'll zip and drop because game forces you to go out from the wall. Hope this helps a bit.
Joined: 5/27/2008
Posts: 17
I'm specifically curious about the technique discussed here. There seems to be a lot of steps, but the translation is not very good. Whenever I try, it results in the condition in the first set of pictures.
Editor, Active player (297)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
CMiller wrote:
I'm specifically curious about the technique discussed here. There seems to be a lot of steps, but the translation is not very good. Whenever I try, it results in the condition in the first set of pictures.
You must jump on the spot several times in the wall after you disappear at the top of the screen in the first screen. Each jump changes your vertical position. Then hit up (or down) to grab the "ladder" in order to climb, and see where you ended up.
Player (46)
Joined: 9/25/2008
Posts: 48
I have a question, and it may have already been discussed, sorry if so. In the current TAS, as in most, you die twice throughout the game - crash man & wood man to respawn at halfway. Why do the TAS runners not abuse the "atomic fire" glitch? A brief explination - when mega man dies there is a death animation lasting about 3 seconds. This can be delayed if you die while charging with 'atomic fire' weapon, and when released, the death animation is completely avoided. Therefore, if you begin charging with atomic fire right before you die, and immediately on death - release, the death animation is completely nullified, and you immediately reaspawn. I believe TAS runners even with just 2 deaths could save a second or two at least... is there a reason this glitch isn't abused?
Player (21)
Joined: 10/14/2005
Posts: 317
Shinryuu's WIP from December 2007 does have it: rm2crash.fcm Nonetheless, congrats on discovering this technique independently.
Post subject: Mecha -> Credits goes for FinalFighter
Experienced player (544)
Joined: 5/12/2005
Posts: 707
aglasscage wrote:
I have a question, and it may have already been discussed, sorry if so. In the current TAS, as in most, you die twice throughout the game - crash man & wood man to respawn at halfway. Why do the TAS runners not abuse the "atomic fire" glitch? A brief explination - when mega man dies there is a death animation lasting about 3 seconds. This can be delayed if you die while charging with 'atomic fire' weapon, and when released, the death animation is completely avoided. Therefore, if you begin charging with atomic fire right before you die, and immediately on death - release, the death animation is completely nullified, and you immediately reaspawn. I believe TAS runners even with just 2 deaths could save a second or two at least... is there a reason this glitch isn't abused?
This technique has been added to my project a long time ago, even more before what hanzou linked. I haven't talked about my project publicily much (not for a long time) and what it does includes inside, so that may be the main reason why that technique have been in hidden. If I remember correctly that technique saved 134 or 135 frames (2,23-2.25 seconds) per use, so it would save 4.46-4.50 seconds in total. Also there exists good use for screenscrollings such as this one: Re-link (for the mechadragon skipping) : Mechadragon owned - Credits goes for FinalFighter for finding this trick a long time ago.
Player (71)
Joined: 8/24/2004
Posts: 2562
Location: Sweden
Shinryuu wrote:
Re-link (for the mechadragon skipping) : Mechadragon owned
Wow! Never saw that trick before. That was awesome. :) Are you working on a new run by the way? Long time since last Rockman 2 movie now.
Sir_VG
He/Him
Player (40)
Joined: 10/9/2004
Posts: 1913
Location: Floating Tower
...holy crap. WTF happened there? >_>;;
Taking over the world, one game at a time. Currently TASing: Nothing
Skilled player (1649)
Joined: 7/25/2007
Posts: 299
Location: UK
Wow, very nice glitch. Yay at another Rockman 2 run being made!
Experienced player (544)
Joined: 5/12/2005
Posts: 707
Highness wrote:
Shinryuu wrote:
Re-link (for the mechadragon skipping) : Mechadragon owned
Wow! Never saw that trick before. That was awesome. :) Are you working on a new run by the way? Long time since last Rockman 2 movie now.
I linked that mechadragon skipping from my Rockman 2 submission to this thread because no one didn't read it anymore because of this who didn't knew about that skipping can see it now in this active thread :) Yes I am, I've have been working on it for ages! The main problem lies in screenscrollings because I can't reproduce some of them and there even exists even and even more harder scrollings such what is going to happen in bubbleman and woodman stages, in fact I'm stuck with scrollings but I still fight against the game and try to make them possible! I don't even care to say how much I've spent time and re-records on them so far, you'll be scared to death :D
Player (71)
Joined: 8/24/2004
Posts: 2562
Location: Sweden
Haha! :) So how much time have you saved so far?
Experienced player (544)
Joined: 5/12/2005
Posts: 707
Highness wrote:
Haha! :) So how much time have you saved so far?
Actually I can't even remember (I'll try to remember to check that after I get my laptop back) but I can atleast try to say some details I remember. I'm still in the Crashman stage because I want to do something insanely sick there even succeeding percent is 100x times lower, still it would save around 10-30 frames in the end. First I was able to break Flashman's frame rule by optimizing the stage and to lose some time (to attain equally fast time as previous had) but frame rule changed. In the Heatman I don't remember was there anything special.. well you can zip 1 frame faster in the ladder -> item3 part but you'll lose 9 frames after the block area because of the randomness so it was in the previous run so fast as possible even it was "proven to be a mistake" because of that one frame. Airman got owned by few frames by a technique that allows to get those flying cloud enemies to disappear simply pressing left -> right when enemy is seen, credits goes to cstrakm for finding this (FinalFighter contacted me about that technique). That technique would save around 13 frames in total but I wasn't able to reproduce screenscrolling so well so my gainings dropped only to few frames, still better than nothing :) If I remember right I'm going to get over 200 frames in the crashman stage. In the Quickman I can get around 25-30 frames (you can use item1 in the beginning of the stage to zip, first I though there is no enough space to do it but in the end there was) Bubbleman can be improved over 130-140 frames if there is a possibility to make that screenscrolling to work In the Woodman I'm going to get much time because I start straigh way on the roof and zip (if that is even possible to do) after that Heat abuse is going to be used, I'll get 200-300+ frames I think. Don't know how much mechaskipping would save time but I think it is pretty much. Also there exists numerous, entertainment and micro-optimizations I can't even remember but they are listed in my notes.
Player (71)
Joined: 8/24/2004
Posts: 2562
Location: Sweden
Wow. Seems pretty wicked. Hope you get your laptop back soon. I wanna see this. :)
Experienced player (633)
Joined: 8/28/2008
Posts: 443
Yeah! I can't wait to see it either! Like I said before, I am a huge fan of Mega Man! :D
Player (46)
Joined: 9/25/2008
Posts: 48
Item 3 Mechanic: A question about using the Item-3 to climb ladders faster near walls. I will try to explain this the best I can: Imagine your climbing a ladder, with walls on either side. You throw an Item-3 so you can stand on it, jump, and continue climbing saving you time. Now, Ive noticed, sometimes when i throw it, the item 3 is placed near mega mans head, therefore i have to climb a bit untill i can stand on it - sometimes it is placed more relative to his body, sometimes it is thrown near his feet and is easy to quickly jump without having to waste time climbing. Is there any way to control the throw position in relation to mega man? Ive tried throwing when holding up or down or left or right, can't find any answer. What button combination is necessiary so the item 3 is thrown as low as possible, so that mega man can quickly step on it and jump. Any answer? I couldn't find it through trial and error... so I figured I'd ask on here. Thanks.
Experienced player (544)
Joined: 5/12/2005
Posts: 707
aglasscage wrote:
Item 3 Mechanic: A question about using the Item-3 to climb ladders faster near walls. I will try to explain this the best I can: Imagine your climbing a ladder, with walls on either side. You throw an Item-3 so you can stand on it, jump, and continue climbing saving you time. Now, Ive noticed, sometimes when i throw it, the item 3 is placed near mega mans head, therefore i have to climb a bit untill i can stand on it - sometimes it is placed more relative to his body, sometimes it is thrown near his feet and is easy to quickly jump without having to waste time climbing. Is there any way to control the throw position in relation to mega man? Ive tried throwing when holding up or down or left or right, can't find any answer. What button combination is necessiary so the item 3 is thrown as low as possible, so that mega man can quickly step on it and jump. Any answer? I couldn't find it through trial and error... so I figured I'd ask on here. Thanks.
Once I investigated through that technique. It seems that it only happens in certain times (see Crashman ladderpart), like: grab -> climb -> climb -> climb -> climb -> you are able to stand on item3 now (if you refuse to stand on item3 the mechanism will reset). I haven't found anything that would affect to it, good timing, correct positions and heighs are fastest way to perform something with item3s. Also other truth is that you can always copypaste anything that is related to item3s so I don't think there is anything to change. And if you wonder why item1s are sometimes placed in different pixels they are caused by item1 usage and their heighs. Thats why you have to be sharp and calculate what will bring the most optimal completion in the end. This doesn't work for item3s.
Player (206)
Joined: 5/29/2004
Posts: 5712
Don't forget to test if items appear in different relative positions depending on whether MegaRockMan is standing, jumping, or climbing. Maybe something different happens if you jump off the ladder on the frame when you fire the weapon.
put yourself in my rocketpack if that poochie is one outrageous dude
Player (46)
Joined: 9/25/2008
Posts: 48
time to throw in the towel... I need some help, sorry this has nothing to do with TAS, but it's the only place I can think of to find a good answer. http://www.youtube.com/watch?v=yFQGCL5e4Jo Finalfighters death glitch in clashman's stage... I know it can be done faster, but I'm stuck on this. What am I missing here?
Post subject: video added.
Experienced player (544)
Joined: 5/12/2005
Posts: 707
aglasscage wrote:
time to throw in the towel... I need some help, sorry this has nothing to do with TAS, but it's the only place I can think of to find a good answer. http://www.youtube.com/watch?v=yFQGCL5e4Jo Finalfighters death glitch in clashman's stage... I know it can be done faster, but I'm stuck on this. What am I missing here?
For a realtime your movie looks pretty well done and good. I have a other tactic to do that technique but I have no idea if it is faster or not but it should be realtime-friendly. I saw your e-mail you sent. When I have time I'll try and will to find some techniques they could be used in realtime playing. EDIT1: My demonstration
Active player (315)
Joined: 8/25/2006
Posts: 287
I noticed in airman stage that you can walk left to scroll the screen at the beginning to the left and "destroy" one of the "horns/drills" things on that devils head thingy... Would this save time because you wouldn't have to jump (jumping is slower than running)? Sorry if this is old. :P
Experienced player (544)
Joined: 5/12/2005
Posts: 707
Silent_Slayers wrote:
I noticed in airman stage that you can walk left to scroll the screen at the beginning to the left and "destroy" one of the "horns/drills" things on that devils head thingy... Would this save time because you wouldn't have to jump (jumping is slower than running)? Sorry if this is old. :P
Turning to left causes you to lose even more time there, in the airdevil part its really useful because you don't have to worry about jumping over them :) Its okay to ask something like that and I gladly answer for anything.