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Editor, Player (54)
Joined: 12/25/2004
Posts: 634
Location: Aguascalientes, Mexico
I'm not sure about a single segment, but this one (multi-segmented) thrash it...: Mega Man 9 All Clear in 19:18 [WR]
I'm the best in the Universe! Remember that!
Joined: 7/1/2008
Posts: 272
DDRKhat wrote:
Mega Man 9 [0:26:30] Is this the fastest video so far?
You don't check SDA much, do you? The best single segment time there is 21:37, but he has a small improvement he's never made public. As for best time period, 19:18 should still be the record for now.
Player (37)
Joined: 9/9/2006
Posts: 388
Satoryu wrote:
You don't check SDA much, do you?
Thanks. That derogatory text is helpful. and btw, yes I did check SDA however, from what I gathered on their forums there wasn't a fully submitted runs do I never checked their archieves.
A whisper in the wind~~
Joined: 7/1/2008
Posts: 272
Wasn't meant to offend.
Sir_VG
He/Him
Player (40)
Joined: 10/9/2004
Posts: 1913
Location: Floating Tower
DDRKhat wrote:
Mega Man 9 [0:26:30] Is this the fastest video so far?
Ignore what everybody else says. You know I'M the awesomemess runner EVAR!!!!! Ok ok, I kid. But I love ya for linking to my run. :)
Taking over the world, one game at a time. Currently TASing: Nothing
Player (86)
Joined: 3/8/2005
Posts: 973
Location: Newfoundland, Canada
A multi-segment megaman run? pointless. It's 1 segment or nothing. A multi-segment is just an excuse for a bad player to get a name.
Skilled player (1326)
Joined: 9/7/2007
Posts: 1354
Location: U.S.
So now that Dolphin is almost TAS ready, I wonder who will TAS this.
Experienced player (583)
Joined: 1/27/2011
Posts: 427
Location: Oregon
It would take a diehard MM9 fan to want to go back and TAS this game. Partly because MM10 is already out, but mostly because a true TAS of this game would have to include an obscene amount of C. Shot zips (and double/triple+ zips) to truly be competitive. Not to mention grabbing the energy refills to continue the spree. Ugh. It adds level of complexity that some might enjoy... but it's not for me. What I loved most about MM9 was the simplicity... as in, the lack of slide and charge shot and down to basic vertical acceleration (edge jumps) and animation shortcuts (ladder jumps). When I saw C. Shot zips making its rise I stopped speedrunning MM9 altogether.
Player (37)
Joined: 9/9/2006
Posts: 388
I would be up for giving it a try however I cannot get any good settings. Has anyone else tried messing around with getting Mega Man 9 working?
A whisper in the wind~~
Experienced player (583)
Joined: 1/27/2011
Posts: 427
Location: Oregon
I haven't tried 9 but I have done a lot of work on Mega Man 10 and I don't see why the two would be that different. Oh and I almost forgot, a TAS of this game would also have to abuse the weapon select screen since there is no way to switch weapons without it. You could sacrifice some in-game time to save real time and use the buster on some parts, but this fact, coupled with the C.Shot zips, means if you don't abuse both of them, your run will probably be slower than MegaDestructor9's 19:18... and that would just be embarrassing, and most likely get rejected.
Skilled player (1326)
Joined: 9/7/2007
Posts: 1354
Location: U.S.
diggidoyo wrote:
Oh and I almost forgot, a TAS of this game would also have to abuse the weapon select screen since there is no way to switch weapons without it. You could sacrifice some in-game time to save real time and use the buster on some parts, but this fact, coupled with the C.Shot zips, means if you don't abuse both of them, your run will probably be slower than MegaDestructor9's 19:18... and that would just be embarrassing, and most likely get rejected.
Most runs of MM9 are actually around 30-40 mins real-time, so I have a pretty good feeling that going for in-game time is a terrible idea.
Experienced player (520)
Joined: 4/14/2009
Posts: 116
A lot of what makes MM9 especially interesting is going for game time instead of real time. Just because a run is long doesn't mean it is boring. MegaDestructor9's runs were full of pausing but they got a lot of positive feedback because the pausing allowed for some great strategies. This game deserves both a real time and game time run (see: Super Metroid). The bigger question is what should be done first, and that should be left to the taser (although my vote is in favor of game time).
Active player (426)
Joined: 9/21/2009
Posts: 1047
Location: California
I agree with RingRush on this, right down to the preference of in-game time being done first.
Active player (437)
Joined: 4/21/2004
Posts: 3517
Location: Stockholm, Sweden
I have to unfortunately disagree. A tremendous amount of tases are real-time oriented. It has more or less been Tasvideos motto to always aim for real time. This is our nature :) In my personal opinion, I really dislike abusing extensively the pause button since it takes away the momentum and action of the game. But I do understand and recognize the purpose of the pause abuse in this game.
Nitrogenesis wrote:
Guys I come from the DidyKnogRacist communite, and you are all wrong, tihs is the run of the mileniun and everyone who says otherwise dosnt know any bater! I found this run vary ease to masturbate too!!!! Don't fuck with me, I know this game so that mean I'm always right!StupedfackincommunityTASVideoz!!!!!!
Arc wrote:
I enjoyed this movie in which hands firmly gripping a shaft lead to balls deep in multiple holes.
natt wrote:
I don't want to get involved in this discussion, but as a point of fact C# is literally the first goddamn thing on that fucking page you linked did you even fucking read it
Cooljay wrote:
Mayor Haggar and Cody are such nice people for the community. Metro City's hospitals reached an all time new record of incoming patients due to their great efforts :P
Editor, Skilled player (1439)
Joined: 3/31/2010
Posts: 2108
Tell you the truth, I always found the constant pausing very annoying in Mega Man 9. Simply enough, it killed the flow if you fire two shots, pause, and switch weapon. Thus, I think, a TAS of MM9 should be real time oriented. Any why is there no quickswitch like in MM10?
Player (62)
Joined: 9/2/2008
Posts: 289
Location: United Kingdom
Any why is there no quickswitch like in MM10?
Megaman 9 was a bit more faithful to the 8-bit elements than Megaman 10 was, you have to reset the game if you want to go back to the menu quickly as there a lack of an Exit feature on that game. For Wiimote users, you have to press the 'big' A and B trigger buttons to quick switch weapons in MM10 and it's pretty awkward. If TAS runs are aiming for the hardest difficulty, then why isn't MM9 & MM10 using them? MM9 Very hard is a DLC and MM10 Hard is unlocked by completing Normal. Megaman 10 is more accessible by 12 whooping playthroughs: Easy + 3 Characters Normal + 3 Characters Hard + 3 Characters DLC Weapons extras for MM only + 3 difficulties While Megaman 9 has only 4 playthroughs (or 7 if you count New Game+ Runs). Normal Hard Very Hard Proto Man (only on Normal) Screws from previous playthrough + 3 difficulties (NG+)
greenalink.blogspot.com
Player (37)
Joined: 9/9/2006
Posts: 388
Anyone manage to find any working settings for this?
A whisper in the wind~~
Skilled player (1326)
Joined: 9/7/2007
Posts: 1354
Location: U.S.
So any progress on this?
Player (37)
Joined: 9/9/2006
Posts: 388
I doubt perhaps I'm the best person to do this task. But I have been personally doing a run that I may show to you guys and get suggestions. At the moment I'm going through Tornado Man's stage to obtain his power early to improve navigation through Splash Woman's stage. I'm not certain if i should go from Tornado Man -> Splash Woman (Because now I have increased navigation and can obtain the other powerups easily) or if I should go from Tornado Man -> Magma Man (Because Magma man's weakness is Tornado's) I think it might not be wise to go Tornado -> Magma because of the lack of Concrete shot, disallowing me to stop the pillars of lava coming down and I'm fairly certain I won't be fast enough to get past them. At the moment I'm going for a "Perfect Man" run (no damage) but im thinking that I might forgo that objective so that I can do Magma man's stage after Tornado. So some insight on which way I should take it after Tornado would be nice. I initially thought of following the recommended boss order of; Splash Woman->Concrete Man->Galaxy Man->Jewel Man->Plug Man->Tornado Man->Magma Man->Hornet Man That order is recommended because Splash Woman takes 2 points of damage from the Blaster as opposed to one like every other Mega Master. I have however been encountering frequent crashes and not quite-so-deterministic gameplay out of Dolphin (even as of the latest revision, R7369 at the time) and so it can take several re-dos of a small section of a screen due to crashes (which lead to loss of input). I've also been getting odd issues of when I load from a savestate it refuses to listen to new input or it simply holds down the buttons from the frame that I save-stated on and will require a reboot of Dolphin to progress. ------------------------------------- TL;DR I may not be the most experienced person to do a Megaman TAS. Starting Tornado Man, should I;
  1. Keep "Perfect Man" objective (No Damage) and go to Splash Woman and proceed from there?
  2. Forego "Perfect Man" and attempt to Lava dodge in Magma Man's stage by taking damage?
I've been having following issues with dolphin;
  • Not 100% deterministic, may take 3 plays to get it to sync up (but will eventually sync up without any change to input)
  • Semi-frequent crashes causing loss of input. Any insights?
  • Sometimes, Loading a savestate results in no longer recording input (and sometimes locks input to what was happening from the loaded frame)
A whisper in the wind~~
Active player (279)
Joined: 4/30/2009
Posts: 791
The issue with going Tornado-> Magma is that in order to do the stage more quickly in realtime, several other weapons are needed, most notably Concrete Shot and Laser Trident for the large lasers. The Changkey Dragon also wants Concrete for a quicker kill. In short, going Magma second is very much ill-advised.
Player (37)
Joined: 9/9/2006
Posts: 388
Toothache wrote:
The issue with going Tornado-> Magma is that in order to do the stage more quickly in realtime, several other weapons are needed, most notably Concrete Shot and Laser Trident for the large lasers. The Changkey Dragon also wants Concrete for a quicker kill. In short, going Magma second is very much ill-advised.
Oh yeah, I forgot about the Changkey Dragon in the stage, I was simply thinking of trying to find a way to take damage and use invincibility to go through the lava. What are you thoughts however on doing Tornado man first? Do you agree with the decision for the improved navigation? It makes doing Splash woman's stage alot faster.
A whisper in the wind~~
Experienced player (583)
Joined: 1/27/2011
Posts: 427
Location: Oregon
Megadestructor had 1:51 after Tornado Man. Here's agwawaf with 1:49 after Tornado Man. http://www.youtube.com/watch?v=7RZRFNjJzIU He then finishes Splash Woman at 3:30 http://www.youtube.com/watch?v=leaG1Sf4nfo And finally finishes Concrete Man at 4:52 http://www.youtube.com/watch?v=IhaNxjHf1eE He was disappointed with the concrete run and wanted to redo it but never came back to MM9. Just some routes to get you started.
Player (37)
Joined: 9/9/2006
Posts: 388
I've seen replays that almost completely similar to the Torando and Splash plays, and Ironically the Tornado Man play looks incredibly similar to my input so far. I'll throw up a WIP (I've yet to manage to finish Tornado man due to crashes and having to re-record things, re-recording meaning having to reboot the entire emulator just to get to sync in some cases. I had been keeping a strong eye on the time attack's that people have fun and was obviously determined to keep close to those times despite my lack of powers.
A whisper in the wind~~
Active player (279)
Joined: 4/30/2009
Posts: 791
Tornado first is pretty much gonna be the mainstay of both a fresh playthrough and even more so with NG+, because there are so many places where Tornado Blow can save time in each of the stages. The old route where Tornado was done late, 6th or 7th I believe, was much faster, around 1:31ish, so the loss of about 18 seconds (mostly from lack of Rush Jet) is more than made up for in the other 7 stages due to TB shortcuts. EDIT: Correction, I just rewatched MD9's Tornado Man IL, he uses Tornado Blow there to achieve 1:31.58, which you won't have yet, so it will probably be closer to 1:33-1:35ish, in comparison to the 1:49 hit by agadoo.
Player (37)
Joined: 9/9/2006
Posts: 388
WIP recording It's yet to be completed, as I said due to crashes loss of input due to said crashes, refusal of input from the emulator and intermittent de-syncs that seem to go away if I get the emulator to play it fresh. Any suggestions/comments?
A whisper in the wind~~
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