This took entirely too long, but it's done. Mega Man X, done ~77 seconds faster than wodball's second version.
  • snes9x 1.43 WIP, no mods
  • Abuses programming errors in game
  • Takes no damage except where required by the plot (though I reserve the right to bend this rule)
  • Aims for fastest time
  • Shows off all bugs, oddities and general weird stuff I could find.
Thanks to blechy for some tips.
Major improvements over the currently published version:
  • Overall movement and shooting optimizations
  • Got through the title screen to Game Start/Password/Option faster
  • Better route through the intro stage
  • Flagrant abuse of the double-damage X-Buster trick
  • Better mini-boss crushing strategies
  • Ended movie as soon as possible
New glitches:
  • The bug found in Mega Man 7 which lets you shoot an uncharged shot while charging (without losing your charge) also works in Mega Man X.
  • In Boomer Kuwanger's stage with the lift.... well, you'll see....

Some kind of glitch might make snes9x crash when trying to view this movie. Sorry. Linux users are unaffected. Windows users can download a fixed version, or if you can use a hex editor, change
FF FF FF FF
near the top of the file to:
77 77 77 77

Bisqwit: Congratulations! This is the first MMX movie I actually like. :) Processing.

Former player
Joined: 4/24/2004
Posts: 50
The only reason my video lags at the end of Sigma 1 is because of my poor choice of weapon. Remember, I used to super X-buster there because I needed to clear out more than one enemy without worrying about timing. However, using rolling shield or well timed torpedos probably would have eliminated the lag. Heck, if I just used regular shots and ignored the Mettools, I would have had just as little lag as you. If you really needed to avoid the shot, rolling shield might work because it sucks up shots. But I'll state this outright... I have no problem with the invulnerability. I'd use it more if it'd save time. Also, at the time, I was recommended, but not forced, to take my Sting sections from 4 to 1, since at least half did not require it to be done. I was just stating that it isn't necessary there. And yes, I agree that dashing looks better, even if a little superfluous. Still, I wonder if you could earn a star with this video...? --Woody EDIT: I'm not so concerned about the X falling thing. Personally, I hate that part of the optimization because you need to retime some sections almost entirely to make sure you aren't sacrificing ground speed for drop speed. Thankfully, there aren't that many large falls in this game that you really need to look out for. asteron: DeHackEd is right in that in some parts, it is not possible to fall at optimal height. Sigma 3 comes to mind.
Joined: 2/16/2005
Posts: 462
OK, while Ive gone through this game several times I cant claim to be an expert. I was just going by what I saw in the video and havent analyzed things under great detail with the emulator yet like you guys have. Im still a big fan of this and Blechy's X2 video - the X3 needs work though if anyone ever gets the courage to try it ;-) Thanks!
This signature is much better than its previous version.
Former player
Joined: 4/24/2004
Posts: 50
I'm not sure if this has been brought to your attention DeHackEd, but I did notice something when I was watching the video for the ump-teenth time. In Storm Eagle's stage during the riser sequence, you jump once straight up without moving forward. I'm pretty sure you were trying to get the platform to come back down, but I've been able to get through that without doing it. I'm sure it would save you a second or two. If you just as soon as you can forward, and shoot three shots, you'll hit the next flame shooter three times. With a little luck, you can then wall jump off the platform that was coming down as you did that. When you wall jump, you face the other direction, and you can shoot the flamebot until he's dead. Any flames that he dispenses will die off once he's killed. I wonder if you didn't do that because of lag or because you wanted to manipulate Storm Eagle in some way, as his manipulation is based on stage movements. --Woody
Emulator Coder, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
I had seen that in your video, but was unable to reproduce it without waiting somewhere anyways. I did some checking. I'd have to stall anyways because I wouldn't be able to reach the platform at all, and the stalling wouldn't have been small. It'd be VERY noticable. I do save a little bit of time by not stalling waiting for the fire to go away and don't lose time from kicking against the wall. I didn't check if the net savings was worth the time wasted doing my hop, but my impression is that it's pretty close.
Former player
Joined: 6/27/2004
Posts: 550
Location: New York
Very nice. Looks great. Time to take this off the list of things to do.