TASVideos

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

Submission #664: Bag of Magic Food's GB Rockman World in 17:11.3

Console: Game Boy
Game name: Rockman World
Game version: Japan
ROM filename: Rockman World (J).gb
Branch:
Emulator: (unknown)
Movie length: 17:11.3
FrameCount: 61878
Re-record count: 30649
Author's real name: Ryan Ferneau
Author's nickname: Bag of Magic Food
Submitter: Bag of Magic Food
Submitted at: 2005-05-06 16:58:22
Text last edited at: 2005-05-09 07:44:36
Text last edited by: Bisqwit
Download: Download (5540 bytes)
Status: published
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Author's comments and explanations:

Used Visual Boy Advance 1.7.2 with version 9b of Nitsuja's patch 44 Khz sound Original GB mode

The Blue Bomber is back! Only now he's the Gray Bomber, so you won't be seeing him change colors when he changes weapons.

The Game Boy series is a little different from the NES series in that there are only four Robot Masters to fight at the start. Those four are borrowed from the NES game of the same number, while four more Robot Masters from the next NES game guard Dr. Wily's fortress. Game Boy Wily also likes to have a backup fortress in space after his first one is beaten. Another recurring concept in the Game Boy games is a ninth robot boss unique to the game who gives you a new weapon that is usually the only weapon effective against the final boss. And in the games with Rush, Rush Coil must be obtained from one of the bosses, like the Jet and the Marine, rather than being owned at the start of the game.

I chose this game because I liked playing it on a real Game Boy, and I figured it wouldn't be too hard to perfect since it is short and has no slide or charge abilities, as it is mostly based on the first two NES games. I admit it is a bit limiting, seeing as there aren't really any game-shattering glitches and switching weapons often takes too long to justify using them for frivolous matters (a minimum of 33 frames lost--why couldn't they add the insta-switch from the SNES games? They weren't doing anything with that Select button), but I think there is still plenty of entertainment to be found in striving for perfect movements.

I chose the Japanese version to make this movie for a few reasons.

  1. The American version makes you wait a good two seconds longer at the title screen before the cursor appears and you can press Start. I don't know why... Maybe the company wanted you to look at the copyrights for a while. :) As a side note, I tried the European version once, and it moves the copyright notices to a separate pre-title screen that takes even longer. The American versions start doing something similar starting with the third game.
  2. There is no Japanese text in this game. They didn't bother to localize the names of the enemies in the ending of the American version, anyway. I believe the second and third games are the same way, so you could get away with using the Japanese version if you want to avoid the copyright screen in the third game.
  3. It doesn't have the same name as the NES game, not counting that the Mega Man version has the subtitle "in Dr. Wily's Revenge" on the box, so it will be less confusing. (Of course, now people are going to confuse it with Rockman Megaworld...)

The only other difference in the Japanese version besides the title screen is the game over screen: It doesn't have an option to restart the game. But why would I get a game-over in a speedrun? :)

Now on to the planning of the movie. I started with CutMan because his weapon is very useful in this game, and his weakness doesn't affect him as much as the other robots' weaknesses affect them. Besides, CutMan is the hardest of the first four bosses, so I may as well show off the challenge. I then followed the boss weakness ring, as the other bosses die really fast to the right weapons. But I think that from this point onward, I'll put my explanations in the form of level notes which should answer most of your questions.

CutMan

ElecMan

IceMan

FireMan

At this point I get the Carry. This needs to be explained. Carry is a platform-making item that I get from the fourth Robot Master I beat, meaning if I beat someone other than FireMan last, I would get it from him instead. So no, I can't go using the Carry in ElecMan's stage. It's for Dr. Wily only.

Carry has some interesting behaviors. If you use it on the ground, it'll appear on the ground in front of you, but that doesn't provide much of a lift. It's really designed to be used in the air, where it'll appear a few pixels underneath MegaRockMan's feet for him to land on. It has limited usefulness, though, since it doesn't move anywhere, you can only have one at a time, and it waits a long time to disappear, eating up lots of energy in the meantime.

I found some stupid tricks to do with the Carry, though not many are useful. One thing you can do is get it stuck inside a one-block-wide platform as you pass overhead. Normally Carry disappears if you try to shove it into a wall or get it anywhere close to a wall or floor, but the trick works apparently because collision checks are only done on its sides.

You can also have fun using it at the bottom of the screen. Depending on your vertical offset (how you jumped down beforehand) and the time you decide to press B, you might either make a platform you can't see as I did in my movie, make RockMan start shooting but have no real effect, or--and this is the funniest--land on the Carry but still scroll the screen down. This will make it so you start the next screen standing on air! You can jump off the air if you hit A on the first frame, but it's not very special because the programmers stuck a ceiling over every place where you're not supposed to go back up.

The one good trick I found with Carry was going up ladders, and it doesn't seem to work on those ladders with only one block of space to the right. All you have to do is set the Carry out while climbing the ladder, then jump off a frame or two after that. RockMan should warp up onto the Carry, ready to jump up the ladder again.

But enough of that. It's time for Dr. Wily!

Dr. Wily's "Skull Castle"

Enker gives you the Mirror Buster, which reflects enemies' fire back at them when you hold B. It isn't very useful at all for speedrunning, but it's the only weapon that will affect Dr. Wily's second form.

Dr. Wily's "Space Node"

Some other things I noticed about this game in general:

Here are some things which are random and can be manipulated, usually just by button presses:

If you need a description, you can probably just use excerpts from the first couple paragraphs. I think that's all. :)


Bisqwit: Processing... ...done.

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