I'm apparently not too bad at Mega Man these days. While I'm not of speedrunner-calibre skill (and probably will never be), I can at least
finish the game without dying (sorry, Microstorage doesn't like this file for some reason).
Some commentary:
Order: Guts -> Cut -> Elec -> Ice -> Fire -> Bomb.
There are a lot of playing quirks you see in here which I could probably cut out of a true speed run, mostly in my own interest of being relatively prepared (I try to collect all of the extra lives, for example).
Guts: This may be the first time I've ever missed a jump down the vertical segment of this level. Even with better jumping than you see here, I can't consistently get the extra life, but still can on occasion - this just isn't one of those occasions. Guts Man himself also only rarely jumps all the way to the left side of the screen in my experience, hence my slightly panicked reaction; normally the fight's a little faster and cleaner than this.
Cut: My taking damage in the first vertical segment is rare, much less falling back a screen. I am thoroughly embarrassed. I fight Cut Man only with the Mega Buster; usually I only use the Super Arm if an opportunity clearly presents itself (looking back on it, such an opportunity probably did exist; I just didn't seize it).
Elec: My jumping around the time of the disappearing platforms screens is atrocious; you'd think I'd never played the game before. The rest of the level's fairly uneventful, and the Elec Man fight is almost flawless (I probably could have landed the third hit sooner).
Ice: How I missed that first shot is a mystery, but there's no big harm done as a result other than making me look stupid. I realise I could use the Magnet Beam significantly more than I do for the first few screens - I like conserving Magnet Beam energy for the bottomless segment in case I mess up several consecutive times (this is more of a historic reason these days than anything else). I don't always manage to snag the extra life here, but it worked out this time. I like to use leftover Magnet Beam energy to, say, skip over the Big Eye at the end of this level, but that doesn't quite work here. The Ice Man fight went as well as I could have hoped.
Fire: I love showing off the Thunder Beam in the opening segment; it makes destroying the Screw Bombers look almost artistic. Most of the rest of the level goes well, though there are a couple of spots where I think I could have made better use of the Magnet Beam (I normally use fewer shots in the second bottomless pit segment). The fight against Fire Man is reasonable, though I probably could have avoided a few more shots.
Bomb: Some say you should do this level first. I think given the utility of the Magnet Beam in several segments and the ever-popular use of the Ice Slasher against the Sniper Joes (and one particular Flying Shell) that it should go last. One of the three Sniper Joes is less than cooperative, but they all died quickly in the end. Bomb Man himself is a joke, as expected.
Wily 1: I find it slightly tricky to predict the jumping patterns of the Big Eyes. Things mostly worked out here, though I did have to destroy one of them rather than avoiding it. You can see my less-than-stellar jumping skills here in action at the end of the first screen. Most of the rest of the level went as planned; I fortunately did not need to go back for Magnet Beam energy in the last couple of screens as I sometimes need to. I'm not confident enough as yet in my Yellow Devil block-dodging to avoid using the pause trick here (sorry, fans).
Wily 2: I think most of my lives lost here in the past have been to the second Blader on the first screen; I tend to charge blindly on ahead and fall to my doom after colliding with it, hence my rather cautious approach here. Cut Man and Elec Man are push-overs. I get hit more by the Bombombs than usual, but that's no big deal. I do grab the extra life out of habit. I also use the pause glitch against the Copy Robot because I haven't quite figured out a reliable pattern against him that works for me personally as yet.
Wily 3: Pretty much flawless, though I could have been hit less in the opening screens. Even the CWU-01Ps go down with slightly more ease than usual.
Wily 4: Also pretty much flawless. I was getting bored at this point and used pause glitching against a couple of the Robot Master re-fights, though I avoid it for most of the Wily fight until it looks like I might risk dying as a result.
Anyway, feel free to watch, point and laugh, snark, or criticise as desired.