Tool-assisted game movies
When human skills are just not enough

Submission #1032: Bisqwit & AngerFist's NES Mega Man in 16:09.82

Console: Nintendo Entertainment System
Game name: Mega Man
Game version: USA
ROM filename: Mega Man (U).nes
Emulator: (unknown)
Movie length: 16:09.82
FrameCount: 58189
Re-record count: 38481
Author's real name: Joel Yliluoma & Yashar Nasirian
Author's nickname: Bisqwit & AngerFist
Submitter: Bisqwit
Submitted at: 2006-03-28 16:45:01
Text last edited at: 2010-07-19 16:45:26
Text last edited by: Kyman
Download: Download (4485 bytes)
Status: published
Click to view the actual publication
Submission instructions
Discuss this submission (also rating / voting)
List all submissions by this submitter
List pages on this site that refer to this submission
View submission text history
Back to the submission list
Author's comments and explanations:
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:

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:

Other software that were written for the tasks specialized for this game:

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.

Similar submissions (by title and categories where applicable):