Post subject: Mega man 9, online speedrunning
Player (84)
Joined: 3/8/2005
Posts: 973
Location: Newfoundland, Canada
I am interested to see how people are doing with running this game. I have been trying stage by stage before i will try my luck with a full completion. right now I am having trouble cracking the top 10 in tornado man's stage. my best time is 1:40.43. i think the 10th time is 1:35.XX so... im 5 seconds off. is anyone else trying this online speedrunning thing? also, do you know if you can speedrun with protoman?.. his abilitys would help... also, can someone make me a tornadoman avatar?
Player (67)
Joined: 3/11/2004
Posts: 1058
Location: Reykjaví­k, Ísland
I was briefly on the Concrete Man board when the game was new. My time was around 1:35-ish, which at the time I thought was a pretty good time. But just as I predicted, the scoreboard was quickly filled with increasingly ridiculous times. Right now the best time for Concrete Man is 1:21:58 and the #10 is 1:23:61. Also, have you looked at the "endless attack" boards? It's just stupid. I can just about manage 50 or so screens before I inevitably do something stupid and fall on some spikes (of which there are a LOT). With a lot of trial and error (learning the layouts of the level segments), some luck, and several hundred hours of free time, I could probably manage 200-300 screens, which would have gotten me close to the #10 spot when it was still fresh. Now the top score is an unbelievable 3067 screens and the #10 score is 1355 screens. Even if you don't make any mistakes, it would take you several HOURS get that far. Edit: yay, 144 screens in endless attack! Then I got careless and jumped on some spikes.
Player (84)
Joined: 3/8/2005
Posts: 973
Location: Newfoundland, Canada
Hmm, I don't have the endless attack yet. it cost money :P. but, 3067 screens is a lot. also, 1:35-ish is a good time on concrete man stage. i haven't tried running that stage yet.
Player (147)
Joined: 11/27/2004
Posts: 688
Location: WA State, USA
I haven't really tried speed-running. They game is hard enough as is. :P Every time you defeat all eight bosses in endless attack (about every 250 screens) all of the enemies do one more point of damage. By 3000 screens most enemies will be able to kill you in 2 hits.
Nach wrote:
I also used to wake up every morning, open my curtains, and see the twin towers. And then one day, wasn't able to anymore, I'll never forget that.
Joined: 12/10/2007
Posts: 260
Location: Oregon
I found this game really hard playing the game carefully, let alone speed running it.
Player (84)
Joined: 3/8/2005
Posts: 973
Location: Newfoundland, Canada
I just beat my time on tornado man's stage. time now is 01:39.88... im finding it very hard to try and cut 5 seconds to make the top 10 list.
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Joined: 4/16/2004
Posts: 1286
Location: Finland
Active player (278)
Joined: 5/29/2004
Posts: 5712
Am I the only one who expects "B. Bomb" to be HornetMan's weapon, due to its similarity to Blast Hornet's Bomb Bee from Mega Man Xtreme 2?
put yourself in my rocketpack if that poochie is one outrageous dude
Player (67)
Joined: 3/11/2004
Posts: 1058
Location: Reykjaví­k, Ísland
Bag of Magic Food wrote:
Am I the only one who expects "B. Bomb" to be HornetMan's weapon, due to its similarity to Blast Hornet's Bomb Bee from Mega Man Xtreme 2?
Yes.
Player (84)
Joined: 3/8/2005
Posts: 973
Location: Newfoundland, Canada
Kyrsimys wrote:
http://www.youtube.com/watch?v=PhJzhNDcSCw O_O
Trevor "aka" Megaman1 title holder. wouldn't expect any less from him, this is an amazing run. i love how the game doesn't count time when weapon select screen.
Experienced player (699)
Joined: 2/19/2006
Posts: 742
Location: Quincy, MA
http://tinypic.com/view.php?pic=2cgyma9&s=4 :) Man, I know I could beat the time... if I had the game.
Super Mario Bros. console speedrunner - Andrew Gardikis
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He/Him
Player (39)
Joined: 10/9/2004
Posts: 1911
Location: Floating Tower
Bag of Magic Food wrote:
Am I the only one who expects "B. Bomb" to be HornetMan's weapon, due to its similarity to Blast Hornet's Bomb Bee from Mega Man Xtreme 2?
Yep. I expected to it to be effective on Hornet Man due to MMX3.
Taking over the world, one game at a time. Currently TASing: Nothing
Player (84)
Joined: 3/8/2005
Posts: 973
Location: Newfoundland, Canada
I tried concrete man a couple times.. my best time was 1:30:ish. I cant seem to have a good boss battle at all. I beat my time on Tornado man, with a 1:38:39 time. After watching Trevor's run of plugman, i can see the kind of things i should be doing.
Former player
Joined: 4/16/2004
Posts: 1286
Location: Finland
Vatchern wrote:
i love how the game doesn't count time when weapon select screen.
Yeah, me too. I talked about this at the IRC channel and people generally seemed to be against it because it slows down the game, but I love it because it allows for some really cool strategies and makes the game a lot more focused around tactics. I don't know anything about LUA scripting but I talked to qFox and he said it would be possible to insert a similar timer into the NES Megaman games. NES Megaman TASes done MM9 style would be so cool, just thinking about this already got me thinking about strategies for MM6 :)
Active player (278)
Joined: 5/29/2004
Posts: 5712
At least that way it makes the timing roughly equivalent to if you had the instant weapon switch ability. Now, in the Rockman Complete Works series, you DO have that ability, so you may want to consider running those games to show off what you could do with the different timing as well as a few other special features.
put yourself in my rocketpack if that poochie is one outrageous dude
Joined: 7/2/2007
Posts: 3960
I wonder how hard it'd be (for someone who has a clue what they're doing, not me) to mod the NES Megaman games so that Select did instant weapon switch, without the teleport animation.
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Active player (278)
Joined: 5/29/2004
Posts: 5712
Actually... I think I might have seen a hack like that already, now that you mention it...
put yourself in my rocketpack if that poochie is one outrageous dude
Joined: 4/25/2004
Posts: 498
Indeed there is. :p http://www.geocities.jp/rock5easily/ips.html 4th link from the top (links to "rock5_weaponselect.zip"). Patch the ips to Rockman 5 (J) [!]. (Also try the first link (rock5g.zip). Good stuff, although difficult... :p)
Active player (278)
Joined: 5/29/2004
Posts: 5712
I just checked, and the ROM I was thinking of was an incomplete hack of Mega Man 3 called "mega_man_3_challenge.nes". I don't remember where I got it from, but in addition to adding the Select button for cycling through weapons, it does some really neat stuff with weather and parallax effects in the backgrounds of the levels that were edited. Let me know if you've heard of this. Do you have any idea what the other hacks on that site are like?
put yourself in my rocketpack if that poochie is one outrageous dude
Banned User, Former player
Joined: 12/23/2004
Posts: 1850
Derakon wrote:
I wonder how hard it'd be (for someone who has a clue what they're doing, not me) to mod the NES Megaman games so that Select did instant weapon switch, without the teleport animation.
I could probably hack it in with Lua, maybe. I'm not entirely sure, though :| Mostly depends on demand.
Perma-banned
Joined: 7/2/2007
Posts: 3960
I doubt there'd be a huge amount of demand -- it just struck me that the games might get more interesting speedruns if the player weren't so heavily penalized for switching gear. At the very least weapons would get used more often. Unfortunately, with the amount of work required to make a Megaman TAS, I doubt anything much would come of it.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Former player
Joined: 4/16/2004
Posts: 1286
Location: Finland
Derakon wrote:
...the amount of work required to make a Megaman TAS...
I don't really see why Megaman games should require any more work than other games of the same length. Also at least to me, these types of TASes wouldn't need to be made with frame precision to be entertaining, it's more just about finding cool and effective strategies. If you're talking about the difficulty of performing zipping glitches, I don't think I'd even want to see them in a run like this.
Joined: 7/2/2007
Posts: 3960
Yeah, I mainly meant that the Megaman games are, like Super Metroid, incredibly well-understood at a technical level, which sets a much higher bar for the level of precision expected from a TASer. And while I for one wouldn't mind watching a TAS that wasn't made to a similar level of technical quality, I know a lot of people here would be comparing the hacked TAS to the original as a rubric for quality.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Player (120)
Joined: 2/11/2007
Posts: 1522
Xkeeper wrote:
Derakon wrote:
I wonder how hard it'd be (for someone who has a clue what they're doing, not me) to mod the NES Megaman games so that Select did instant weapon switch, without the teleport animation.
I could probably hack it in with Lua, maybe. I'm not entirely sure, though :| Mostly depends on demand.
It should work in theory... I'm curious now and will try my hand :P
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Player (120)
Joined: 2/11/2007
Posts: 1522
OK so I made a script for MM3 http://lua.pastey.net/98269-2sm5 Press select to change weapons. It still has the following problems: Doesn't check if you actually have that weapon yet; doesn't drain weapon power; graphical glitches; probably a bunch of other stuff. I believe most should be resolved if we can find all the involved memory addresses to set. I tried to make it fairly easy to do it for the other games as well. Should "only" have to find the addresses.
I make a comic with no image files and you should read it. While there is a lower class, I am in it, and while there is a criminal element I am of it, and while there is a soul in prison, I am not free. -Eugene Debs