Submission Text Full Submission Page
Edit: Canceled to improve the Sting Chameleon re-fight.
Emulator used was Snes9x v1.43+ v15.1 The only thing changed was allowing L+R/U+D, but it was never put to use.
  • 100% item collection
  • aim for fastest time
  • take damage to save time
  • use death
  • manipulate luck
  • abuse a few programming errors
  • use no passwords
I always wondered why this site didn't have a Mega Man X 100% run. Everyone who attempted it seemed to always give up on it after they started. That kind of made me think that this game is too hard for me to do. But after a while I decided to give this run a shot. So here after 5 months of tedious work, I finally finished.
All credit must go to FractalFusion on this one. I learned pretty much all of the tricks in my run by analyzing his published any% run and 100% test run. Not to mention all the tips he gave me as I progressed through the game.
Ok I'm not really that good with words so I'll summarize to the best of my ability.
Intro Stage
Nothing much to say here except that I found a quick strategy with vile. I kept him from going into the air.
Chill Penguin
The stage was pretty straightforward, but Chill Penguin was giving me problems since I was fairly green this early into the game. Thankfully, FractalFusion redid the fight and was able to save over 15 frames.
Boomer Kuwanger
This was the first stage where I encountered a lot of lag. Some was avoidable, some was not. You'll notice that I shot for no apparent reason a couple of times. That was to reduce lag. The boss battle went pretty well. It was 6 frames longer than the battle in the any% run, but I was still pretty green when it came to boss battles so I was happy with that and kept it.
Storm Eagle
More lag. There's not really anyway to avoid it. The only thing I didn't do optimally from what I can see is the part right after I got the helmet. I wall jumped to the left side losing 9 frames. I should have wall jumped from the right. This was before I learned that wall jumping from the opposite direction of where you will end up is always faster. FractalFusion came to my rescue again and redid the Storm Eagle battle, this time saving almost 100 frames. He demonstrated that it's possible to jump over Storm Eagle while he's flapping his wings and go straight to doing the wall trick. He also demonstrated that having the boss explosion out of view get's rid of the lag.
Flame Mammoth
The level and boss went very smoothly. I see no errors. One thing of note is that I used 2 charged storm tornados on Flame Mammoth, something I noticed was not done in the re-fight in the published any% run. It turned out to be 9 frames faster.
Spark Mandrill
The hardest part of this level was the miniboss. Everything else was a piece of cake.
Armored Armadillo
By far the most aggravating level of the game. Not only is there lag after lag after lag, but I played through the last part of the level 3 times (required for hadoken weapon), and there's still 2 to come. I had to move around on the cart like an idiot in order to avoid the lag. It wasn't for entertainment. There is something I spotted in the any% run that I didn't do in the stage this time around. That is dash jumping off the cart as early as possible. I estimate around 15 frames can be saved by doing that in case anyone wants to improve this run. The Armored Armadillo fight was so hard to manipulate because he just wouldn't go out of the ball form right away like I saw done in the any% run. But after hours of hex editing and wall slide testing I finally got him to do it.
Launch Octopus
There was a lot of lag in this level, but most was unavoidable. The ones I could avoid I just shot the buster. I enjoyed doing this level because it was nice and short. Also pretty much everything went my way. I didn't have to manipulate the boss battle at all.
Sting Chameleon
Nothing to say about the level. The Sting Chameleon fight could be improved by 4 frames if he's manipulated to jump lower. I didn't notice that until much later.
Chill Penguin revisited
Very straightforward. Just watch the run.
Armor Armadillo revisited
I really hate this level. But at least I get hadoken at the end.
Sigma 1
I calculated everything precisely, and I'm pretty confident that where I took the damages is optimal. I even played from the first part of the level up to Vile two whole times. Taking the damage from Vile was hard to do optimally, but I think I got that part pretty tight. Everything else after that was easy except having to manipulate Bospider.
Sigma 2
Pretty uneventful stage. Just Chill Penguin and Storm Eagle getting owned with hadoken. I think you'll like the face boss battle.
Sigma 3
Just features ownage in the rest of the boss re-fights and the D-Rex fight.
Sigma 4
I haven't seem to have gotten wall climbing down to an exact science. After 2 tries of climbing to the top, I decided that's good enough. I got it one frame slower than the published any% run. In the battles I just hadokened the dog and Sigma's first form. His final form as far as I know, is invicible to hadoken.
I know there are a tons of strategies that I didn't cover. I'm not good at explaining them. If you want to know more about the tricks I used, FractalFusion covers a lot of them in his submission text for his any% run. In any event, please enjoy the run.
 
    
      

TASVideoAgent
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This topic is for the purpose of discussing #2185: dezbeast's SNES Mega Man X in 34:00.75
Editor, Experienced player (729)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
Glad to finally see a 100% run. There are moments where the any% is more entertaining, and when this is more entertaining. It's a nice balance, but big bummer about having to do armadillo 5 times. I noticed, especially in the beginning, that you could have shown off during waiting periods way more. While it can't be helped now, it's something to remember. Also missing from the any% was the "kill everything with many different weapons" pedagogue; that really spruced up that movie, and it was sadly not as present here. Good job. Could have been a little better (also for those tricks you missed, but those were frames missed, not seconds, so its not that bad) but not bad as it is. 7.1/8
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Editor, Skilled player (1936)
Joined: 6/15/2005
Posts: 3239
Before Sting Chameleon refight, isn't it better to charge up completely or as much as possible before going in? In any case, very good job. Personally, I didn't think it was worth 120000 rerecords, but you gave up a lot of time for it, so I congratulate you in that regard.
Joined: 4/19/2008
Posts: 31
Location: Chicago
Good to finally see a 100% run. All of the levels were definitely more entertaining(besides the backtracking of course) than the any%. There is one thing that I haven't seen in any 100% though, and there's only two reasons for it: It's slower, or no one knows about it. When the capsule is rising for the armor after the miniboss in Sting's stage, there's a way to get behind it. I've done it on console AT LEAST two times. It has something to do with wall jumping/sliding at the right time as it comes up. I don't remember if you actually land on top of the platform for the capsule, or stuck 'behind' it. I can't imagine that if you're stuck behind it that it'd be any faster. Even so, if you actually land on the platform, it would be such a small time saver(but cool to see!). Yeah, sorry if it's already known, but I quickly skimmed over the MMX topic and didn't see anything about it. Just always wondered if it would be beneficial in a TAS.
Joined: 3/10/2006
Posts: 347
Location: Maryland, United States
FractalFusion wrote:
Before Sting Chameleon refight, isn't it better to charge up completely or as much as possible before going in?
I think I did charge up as early as possible. You see I couldn't figure out how to get passed those stupid miners without getting hit by their pick axes. And I would have to cancel the charge to shoot them anyway.
alucard wrote:
When the capsule is rising for the armor after the miniboss in Sting's stage, there's a way to get behind it. I've done it on console AT LEAST two times. It has something to do with wall jumping/sliding at the right time as it comes up. I don't remember if you actually land on top of the platform for the capsule, or stuck 'behind' it.
I couldn't get the trick to work. Are there any other details you remember about it.
Joined: 1/23/2006
Posts: 352
Location: Germany
I liked how Vile tells you that it doesn't matter how much energy you have... and then gets hadoken'd.
Player (147)
Joined: 11/27/2004
Posts: 688
Location: WA State, USA
I laughed when you killed the ship in Launch Octopus's stage. Seriously. That just made my day.
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: 3/10/2006
Posts: 347
Location: Maryland, United States
I like all the positive responses but I'm going to cancel this submission and revise my run. It turns out that I can enter the Sting Chameleon battle fully charged using a trick in FractalFusion's run. This will put me under the 34 minute mark. Fractal, I don't know how you come up with these tricks, but you are the man!
Joined: 2/13/2006
Posts: 39
Location: Finland
I'm assuming this concerns only the refight. Luckily you don't have to redo too much. I'm waiting eagerly for publication and encode.
Player (20)
Joined: 10/14/2005
Posts: 317
That was great pulling a little hadouken combo on Sigma's 2nd form. There are also many other cool style moments.
Joined: 3/10/2006
Posts: 347
Location: Maryland, United States
Turambar wrote:
I'm assuming this concerns only the refight. Luckily you don't have to redo too much. I'm waiting eagerly for publication and encode.
Yes I was referring to the refight. I'd quit before I would go that far back to redo the first Sting Chameleon fight. I should have my improved run done in no time. I'm going to copy paste where ever possible. If it takes longer than 3 days to re-submitt I'd be surprised.
hanzou wrote:
That was great pulling a little hadouken combo on Sigma's 2nd form.
I doubt I'll be able to pull that off again in my revised run. He just happened to raise his hand high enough at the right time.
Joined: 1/22/2008
Posts: 319
Location: Brasil
Submission status: decision: cancelled why cancelled ?
Run..Run...Run.....
Joined: 12/5/2007
Posts: 716
dezbeast wrote:
It turns out that I can enter the Sting Chameleon battle fully charged using a trick in FractalFusion's run. This will put me under the 34 minute mark. Fractal, I don't know how you come up with these tricks, but you are the man!
More simply put: He found a way to improve his run and thus cancelled this submission.
Joined: 4/19/2008
Posts: 31
Location: Chicago
dezbeast wrote:
I couldn't get the trick to work. Are there any other details you remember about it.
Nothing more than "jumping/wall sliding and the right moment". Like I said, I've done it at least 2 times on console, but I've played the game well over 100. And yeah, haven't played around with anything TAS in my life, so I can't provide a demo. Sorry about that, but I promise I'm not lying to you and sending you on a wild goose chase :P Maybe I have v1.0 on console? Don't know much about that.
Sir_VG
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Joined: 10/9/2004
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alucard wrote:
dezbeast wrote:
I couldn't get the trick to work. Are there any other details you remember about it.
Nothing more than "jumping/wall sliding and the right moment". Like I said, I've done it at least 2 times on console, but I've played the game well over 100. And yeah, haven't played around with anything TAS in my life, so I can't provide a demo. Sorry about that, but I promise I'm not lying to you and sending you on a wild goose chase :P Maybe I have v1.0 on console? Don't know much about that.
If you have your cartridge, look on the backside for an imprinted "A". If you have that, it's a v1.1. If you don't, it's v1.0. (This type of thing applies to pretty much any cartridge system Nintendo has, though some consoles put it in the front, like the GBA. NDS actually has a text label on the back cartridge with N0 being v1.0 and N1 being v1.1.)
Taking over the world, one game at a time. Currently TASing: Nothing
Player (20)
Joined: 10/14/2005
Posts: 317
v1.0 vs v1.1 doesn't matter. You guys got me curious so I pulled it off on V1.1: Mega Man X (V1.1) (U) alucard glitch.fcm Reminds me, I don't think I've seen any MMX runs doing this runner's stance pose in waiting periods.
Joined: 3/10/2006
Posts: 347
Location: Maryland, United States
I'm glad you figured it out. I tested it and there was no frames gained or lost. It still should be done in any future run just to show off this glitch.