"Mega Man IV" in 34:55.45 also known as Rockman World 4 (ロックマンワールド4 in Japan) is the fourth installment in the handheld version of the Mega Man series. The game continues the quest of the protagonist, Mega Man, in a never-ending struggle with his long-time nemesis, Dr. Wily. Mega Man IV features the ability to purchase items with drops found throughout each stage. The Mega-Buster received an upgrade after Mega Man III, and Mega Man now gets knocked back by recoil when firing a fully charged shot. As with previous Game Boy releases, the game incorporates gameplay elements and bosses from two sequential Nintendo Entertainment System (NES) games: Mega Man 4 and Mega Man 5.
Game objectives
- Emulator : Bizhawk 1.11.4
- Aims for fastest time
- Heavy luck manipulation
- Takes damage to save time
- Uses no password
This is an improvement to the published movie [2896] GB Mega Man IV by Tremane & willwc in 35:53.26 by 3458 frames.
Comments
- About the game:
- Pressing UP on the D-Pad immediately ends a slide ( it also removes a Lagframe sometimes,often used in spots Megaman has to wait and Lag appears, e.g. Bossfights, or Midbosses ).
- shooting e.g. to the right locks megaman to the direction for several frames, which means you can´t slide to the left or turn around, to avoid this you have to jump. If you´re wondering why you want to turn around after you were shooting it´s really simple, normally Megaman has a 9 Frame cooldown after he has done a shot but turning around on the first frame possible and going back to the other side enables him to shoot earlier ( see the Big Metcannon fights on Wily Space Ship for an example - Megaman looks like he´s firing a machine gun :^D ).
- Rush Jet movement is fixed.
- In boss battles where I use the Buster, I alternate charged and non-charged shots, on Game Boy the boss invulnerability time is so short (30 frames) and the charge-up time is so long (90 frames) that it actually saves time to fire a small shot after every large shot!
- It is worth mentioning that after each Boss fight, the player has to stand in the middle! Boss bubbles don't have to leave the screen to activate the Get Weapon animation earlier.
- Knockback from the full charged Bustershot can be used a shortcut in Crystalman stage.
- Using the japanese Rom gives us: faster gamestart (~255frames) , magically less lag in some areas and even though it doesn´t matter that much faster textboxes.
Improvement by Stage:
Pharao:
- lots of small improvements ( subpixel, Lagmanagement )
- better Bossfight
Ring:
- magically saved 1 frame in the stage loading \&(´ω´)
- better refill management, Lag and Subpixel optimizations
Toad:
- just Lagmanagement and Subpixel
Bright:
- 1 more Rushcoil in the Spike section
- better Bossfight ( -> better charging of Pharao )
Satellite / Ballade:
- usage of the Shot-cooldown-Trick to charge up Pharao earlier
- better fight against Ballade
Charge:
- better Lagmanagement in the Stage
- better Bossfight ( using two full charged shots in the beginning of the Fight )
Crystal:
- magically saved 10 frame in the stage loading \&(´ω´)
- used the Knockback from the full charged buster to avoid a Diamond Joe \&(´ω´)
- skipping one pillar
- found out that you can get hit by two Crystalshots at the same time for double the damage ( 6 indstead of 3 ) therefore it´s faster to get 2 refills and get rid of the Lag in the whole fight by getting hit by only 1 Crystalshot and collect the rest afterwards.
Napalm:
- Lots of Lagmanagement and Subpixel
Stoneman:
- Lagmanagement and Subpixel
- better way to pickup the Letter in the Stage
- lost 2 Frames in the fight due to Lag :(
Ballade #2 & Escape:
- less Lagframes in the Ballade Fight
- major improvement in the Lagsection figured out that you can skip some bombs, because the explosion hitbox moves in a circle, enables me to shortcut a little. Also less weapon changing!
Runway & Cranefight:
- better Pharao refill spot -> less Lag
Wily Eye #1:
- way better Lag + Rushjet management
- the Wily Eye fight is strange you´re able to move for 2-5 frames and get locked after that before the fight starts - it´s enough to make a slide closer to the Wily Eye, still saved a bunch of Lagframes in this fight
Wily Eye #2:
- better Route to the fight, less Lag, better movement
- figured out I could hit both Eyes cause they do not share the same invincible counter
Refights:
- since I refilled Ringboomerang before the #2 Wily Eye I just needed to refill Pharao shot for the refights, luckily Napalman Fight is in the Top-Right and he´s weak to Pharao.
- I went clockwise and figured out that the global timer for the teleport out of a room is fixed after the Boss is dead, so I get hit on purpose to avoid Lag from the Refill pallet since it doesn´t stop the timer.
Wily 1/2/3:
- removed some Lagframes here and there :)
Improvement Table
- - resambles Frames gained
Stage name | Frames | total |
---|---|---|
Pre Pharaoman (loading/gamestart) | -257 | -257 |
Pharaoman Stage | -154 | -411 |
Pharaoman Fight | -66 | -477 |
Pre Ringman (loading) | -1 | -478 |
Ringman Stage | -141 | -619 |
Ringman Fight | -34 | -653 |
Pre Toadman (loading) | -2 | -655 |
Toadman Stage | -27 | -682 |
Toadman Fight | -1 | -683 |
Pre Brightman (loading) | 0 | -683 |
Brightman Stage | -273 | -956 |
Brightman Fight | -46 | -1002 |
Satellite Fight / Cutscene | -60 | -1062 |
Ballade #1 Fight | -60 | -1122 |
Pre Chargeman (loading) | 0 | -1122 |
Chargeman Stage | -38 | -1160 |
Chargeman Fight | -91 | -1251 |
Pre Crystalman (loading) | -10 | -1261 |
Crystalman Stage | -144 | -1405 |
Crystalman Fight | -118 | -1523 |
Pre Napalman (loading) | 0 | -1523 |
Napalman Stage | -191 | -1714 |
Napalman Fight | -19 | -1733 |
Pre Stoneman (loading) | 0 | -1733 |
Stoneman Stage | -104 | -1837 |
Stoneman Fight | +2 | -1835 |
Ballade #2 Stage+Fight | -44 | -1879 |
Escape | -332 | -2211 |
Shopping (textboxes) | -8 | -2219 |
Crane Fight (+runway Metcannons | -49 | -2268 |
Stage before Wily eye #1 + Fight | -282 | -2550 |
Stage before Wily eye #2 + Fight | -115 | -2665 |
Refights | -677 | -3342 |
Wily Cutscene / Refills | -56 | -3398 |
Wily 1 Fight | -14 | -3412 |
Wily 2 Fight | -30 | -3442 |
Wily 3 Fight | -16 | -3458 |
Total | -3458 |
Here is the Frametable for all the Stages + Cutscenes in comparsion.
Big thanks to the TAS Megaman GB Crew:
- Mothrayas
- Nach
- will_wc
As screenshot I suggest:
GoddessMaria: Mega Judging IV: GB Edition!
GoddessMaria: I have to say, very nice work on the improvement Tremane! Optimization was solid and the audience response was positive.
Accepting as an improvement to the previous movie.
feos: Pub.