1 2
6 7
Post subject: Megaman Zero 2 hardmode speed run video
Joined: 3/30/2004
Posts: 1354
Location: Heather's imagination
I have my hands on a Megaman Zero 2 speed run video, but no way to distribute it.. it will probably be Torrented, but that means either I run a tracker on my desktop machine, or on a friend's webserver, or I find a public tracker (or ask nicely to be put on someone's personal tracker). Is anyone interested in watching it, providing a tracker, or knows of any good public trackers for what will probably be a low-volume but hopefully permanently-seeded release? The trailer for the run is http://members.chello.nl/~g.panhuis/megazpeed/megamanzero-megazpeed.wmv, and just so everyone is clear, the run is by McBAIN, not me. I've never played MMZ2 (I own RMZ2, but they're slightly different), and I've never played it on Hard.
someone is out there who will like you. take off your mask so they can find you faster. I support the new Nekketsu Kouha Kunio-kun.
Active player (410)
Joined: 3/16/2004
Posts: 2623
Location: America, Québec
well it seems my wish is realized. I'm bored of the Nes megaman-rockman movies.So i will check it for sure.
Joined: 3/31/2004
Posts: 21
Location: Montréal, Québec
Wow, that looks like an entertaining run, given that Zero 2 is one of the hardest games in the megaman series, least thats what i think lol. You could try to get the torrent on one of the suprnova trackers, or maybe try to get it added to PlanetQuake's Other Games Speed Demo Archive(http://planetquake.com/sda/other/submit.html) . If you can get it on there. the files will be hosted on Fileplanet, no worrying about the bandwidth cost :D . Here's hoping we get to see this run soon !
Joined: 3/30/2004
Posts: 1354
Location: Heather's imagination
The run is fully edited and compressed now, and only needs a home. Is Suprnova the best public tracker? Should I start my own tracker? Any other suggestions?
someone is out there who will like you. take off your mask so they can find you faster. I support the new Nekketsu Kouha Kunio-kun.
Joined: 3/31/2004
Posts: 21
Location: Montréal, Québec
Suprnova has the best trackers, if not the best then the biggest to my knowledge. I dont know about making your own tracker as it would need a computer on 24/7 and always connected to the internet. I say Suprnova is your best bet for now, it'll be easier to spread with bitorrent. If you need seeds i'll be happy to help you (my ul maxes out at 80k/s) just email me at hotwired2@hotmail.com or contact me on msn at the same adress.
Joined: 3/30/2004
Posts: 1354
Location: Heather's imagination
The torrent is up and running. In a few hours, http://www.megazpeed.tk/ will be updated with a new design and a link to the TOrrent. I'll post here exactly when. I just finished wathcing the final version, and it's amazing. 37'56 mission time, 1 hour total. Rank A in every level, with the majority of points dropped in Enemies. Average score was around 90%. I don't understand why the choice was made to keep the Bustershot Gun on sub, especailly since it required switching to Chain Rod through the menu (= slow!), but it still looks awesome.
someone is out there who will like you. take off your mask so they can find you faster. I support the new Nekketsu Kouha Kunio-kun.
Joined: 3/30/2004
Posts: 1354
Location: Heather's imagination
The site is up. Feel free to grab the torrent at your leisure.
someone is out there who will like you. take off your mask so they can find you faster. I support the new Nekketsu Kouha Kunio-kun.
Joined: 4/1/2004
Posts: 83
Location: Canada
Awesome, thanks for hosting a site for him, i can't wait to see it, i know this is one of the harder games to beat, so it must be a good run ^-^
When scores are drawn, who will you die for?
Joined: 5/15/2004
Posts: 30
Location: USA
Hi, I was trying to download the high quality version of this file (using BitTorrent) and...well, it's been trying to connect to peers for about 15 minutes. Is this due to a bunch of people downloading it, or is it just not working right for me?
Joined: 3/19/2004
Posts: 710
Location: USA
Try opening yourr router ports
Joined: 3/30/2004
Posts: 1354
Location: Heather's imagination
It could be that no-one is currently seeding the file, I don't know. I can't seed it anymore because I don't have broadband internet for the summer.
someone is out there who will like you. take off your mask so they can find you faster. I support the new Nekketsu Kouha Kunio-kun.
Joined: 3/9/2004
Posts: 484
Location: ­­
Personally, I downloaded the emulator movie version and had no problems.
Joined: 1/9/2005
Posts: 219
Location: The Netherlands
Heh :) This topic is pretty old, but just so you guys know, there are runs for zero3 and 1 too, now, and they're http hosted! (www.megazpeed.com) So go grab 'em and lemme know whether your like it or not! :)
http://www.megazpeed.com - THE site for the ultimate MegaMan Zero superplay movies.
Joined: 2/14/2005
Posts: 19
Getting S-Ranks in Zero 2 isn't that hard. Apparently using the same technique seen in the Zero 1 videos, you can get S-Rank in less time and skip most enemies in a level.
Post subject: Mega Man Zero 2
Joined: 7/13/2005
Posts: 8
I see topics about 1, and 4, but 2 and 3 are my personal favorites, though I only have 2 copied from the cartridge yet as my friend is borrowing the programmer/reader for the next month or so. So... this is mostly to announce that I'm working on a 100% run for 2 at the moment, and to open the floor for discussion and possibly planning.
Joined: 12/20/2004
Posts: 226
100% items or 100% rank? If you do this, get the rise form b/c the final slash in the triple combo does 2 extra damage points.
Joined: 7/13/2005
Posts: 8
100% Rank, to start with. 100% Items would involve a LOT of boring menu-shuffling and sitting there 'mining' cash (energy crystals) then upgrading all the Elves, then USING all the blasted things. Maybe feasable for a 'second quest' run through the game as a kind of continuation to the first 100% Rank run, but definately NOT something I'll do as an initial goal. And actually, I've found the Active Form much more useful because of the two-hit jumping slash, and tumbling slash. The standing slashes take too much time and freeze your movement compared to the jumping or dashing slashes.
Joined: 12/20/2004
Posts: 226
Sorry, I should have elaborated more. I'm going to have to advise against the active form because you can either turn around slash or shoot enemies with your buster to kill enemies that take more than one slash to kill. That, and I don't think the active form affects your dash speed, only your walking speed. The Rise form's main purpose is for bosses, since the quickest way to kill bosses is with the triple combo slash (or charged attack, then triple combo slash, not sure). The third slash of the Rise form adds two extra points of damage, which can help when killing bosses. In addition it's easy to get, all you have to do is jump slash a lot, which shouldn't delay you too much.
Joined: 8/1/2004
Posts: 2687
Location: Seattle, WA
I was actually thinking about experimenting with this game once I was mostly done with Zero 1. Once again, a rankless, pure speed movie. Plus, now I have a hookshot weapon ^_^. But I digress. Going for a 100% movie seems.... well, you'll be farming crystals if you really want to power up every elf and THEN use them. I really don't see a point to doing this in the first place, but to each his own. The MMZ movies, though, should only come in three categories: 1) Rankless pure speed any/low% 2) Pure 100p S rank 3) Rankless pure speed 100% elf captures/weapon levels/armors/etc
hi nitrodon streamline: cyn-chine
Joined: 7/13/2005
Posts: 8
Pros of the Rise Form: More damage from a complete 'standing three-slash combo' (14) attack than the Active Form mid-air (6) or dashing (8) two-slash combo. Cons of the Rise Form: To complete the three-slash combo takes far, FAR longer than the respective Active Form attacks which take around 10 frames to complete their damage sequence versus 10 frames without even completing the first slash of the Rise Form attack sequence. This results in many situations where the combo has to be aborted, resulting in 8, or even only 4 damage, to give time to dash back away from a moving boss or enemy. Try to land the three-slash combo routinely on the Train-stage boss, for example. It's very hard to actually get that supposed 'extra damage' on that boss for example, when it reduces your mobility that much. The Active Form attacks, by comparison, are all done while moving, allowing you to combine them with dodging incoming attacks. That's my reasoning for favoring the Active Form over the Rise Form. Theoretical damage is wonderful, but with how hyperactive many of the bosses are, and the amount of jumping and dashing most of them involve, I feel that having to 'restrict' myself to only immobile attacks to deal more damage is a waste. And Re: Zurreco, I'm going for a type-2 video. Nothing but 100% Rank, with no concerns about anything else.
Joined: 1/9/2005
Posts: 219
Location: The Netherlands
Why do you want to do 100% though? Most people here like as fast as possible runs better.
http://www.megazpeed.com - THE site for the ultimate MegaMan Zero superplay movies.
Joined: 12/20/2004
Posts: 226
Wait, the slashes from the Active form also multihit the bosses? If this is true, this might make the active form worth it, but I'm still going to make an argument for the rise form. There is another pro you forgot about the rise form compared to the active form. The rise form is much quicker to get. Dash jump slashes only give a few frames of delay from the contact of your saber, but ground dash slashes slow you down considerably. About the rise form taking longer to come out, yes that's true, but what you're forgetting is the invincibility period after you hit bosses. I would say minimizing the amount of times bosses go invincible is more important than how long the attacks come out due to the length of time bosses are invincible (about two seconds). More damage means less times the bosses can go invincible. You're really exaggerating the benefits of mobility and how mobile the bosses are. I can tell you the bosses where the combo slashes work great: Hyleg Ourobuckle, Poler Kamrous (while she's turning around), Kuwagust Anchus, Burble Hekelot, Rainbow Devil Mk2 (when he head dives), and Elpizo's first form. Combo slashes I think could also be used fully against Panter Flauclaws and Fefnir (you would need luck manipulation for both of them. Maybe you can get both active and rise forms so you can have active form for bosses who like to stay in the air (though it might take too many frames to switch and damage added from the active form would be low would be low) About dodging attacks, your primary goal should be killing bosses fast (b/c that is usually the most entertaining method), and I'm almost positive the rise form is the best way to go about it. If nothing else at least test out boss fights with both the rise form and the active form. P.S. You do know that you can combo slash after you hit with a charged slash right?
Joined: 8/1/2004
Posts: 2687
Location: Seattle, WA
mike (i dont feel like PMing you): Are there any parts in the game, aside from the first rescue mission, where you would most assuredly need the Chain Rod? I assume that any/all jumps can honestly be made without swapping weapons. Also, explain how you lined up the carrier ships at the beggining of the midair transport level. In your SDA submission, you said you paused to optimise their locations. Explain!
hi nitrodon streamline: cyn-chine
Joined: 1/9/2005
Posts: 219
Location: The Netherlands
There are two parts where i'm CERTAIN it's necessary to use the chain rod. First, is in the 2nd Fefnir stage, where you use the CR to grapple on the wall (that normally can be broken by sending bombs towards it) and swing over/on the lava to the other side Second, is in the 2nd Leviathan stage. If you've seen my or Mike's run, it's where you grapple on the wall and swing over/on the spikes (remember, when you're swining with the CR, you're invincible for spikes/lava!) to skip the whole process of going up and then down. There are other glitches and tricks for Z2. (more than Z1) I was planning on putting them on the site, but, i was being lazy, and i started my own Z4 speedrun atm. They were supposed to turn into video's, but for this thread i'll post the text version. Btw, isn't it a bit early for Z2 Zurreco? :) Keep your mind on Z1 first ;)
http://www.megazpeed.com - THE site for the ultimate MegaMan Zero superplay movies.
Post subject: MegaMan Zero Tricks & Glitches
Joined: 1/9/2005
Posts: 219
Location: The Netherlands
MegaMan Zero 2 Tricks & Glitches - Infinite Shield Boomerang glitch I think everybody knows this by now - Chain Rod spike/lava glitch Explained above - Fefnir's lava pillars mockery trick you can actually stand between the lava pillars from fefnir. A nice addition to this with slowdowns and such, would be jumping inbetween them. - Leviathan's water elevator shortcut trick with the CR, but this can assumingly be done with normal dash jumps. download our run to clearly see what i mean with this. - Hyleg Ourobuckle's wall-eye mid-boss trick use the chainrod to pull out the wall eye's platform, then you can finish it with a combo. - Harpuia's invisible platforms trick the difference between high spikes or low spikes defines whether there's a platform or a pit. Boss manipulation: - Polar Kumabears if you stick on the wall when he stand near the wall too, he will turn around and do some stupid attack. now he's open for a long time in the back. not too sure if it'd be useful for this run, since it takes time when you need to stay on the wall, if you get what i mean.
http://www.megazpeed.com - THE site for the ultimate MegaMan Zero superplay movies.
1 2
6 7