Game Comments

Mega Man of Game Gear is a remix between Mega Man 4 and Mega Man 5 of NES, the game has a lot of stuff from the games mentioned. This game contains only 8 stages, 4 Robot Masters, 2 Cossack Castles and 2 Wily Castles. The goal of this TAS is to go as fast as possible using glitches and tricks all over the run.

Game objectives

  • Takes damage to save time
  • Abuses programing errors
  • Complete the game as fast as possible

Route

Stoneman

Stoneman first because you can save time zipping with Rush Coil and no other weapon is needed over the Stage. You can do Double Hits to Stoneman to kill him faster.

Starman

No weapon needed over this stage too, but you can do Double Hits to Starman too. You need to take damage and then in the i-frames shoot the Power Stone where he is.

Brightman

Rush Coil needed for this stage, you can save time in the spikes section doing a moving platform trick + Rush Coil jumps. You can't do Double Hits to Brightman since you only shoot one Star Crash at the time.

Napalmman

Rush Coil tricks again to save time. In the Stomper room i did a slowdown to do a despawn of one of the missiles to reduce so much lag.

Tricks and techniques

Sliding Shoots

You can shoot between every slide since there is one frame that Mega Man is standing between the slides, so you can shoot without losing time or frames. If you are equipped with Rush Coil you can shoot while you are sliding, this is useful to kill enemies in your way like in Stoneman Stage or Napalmman Stage.

Double Hits

You can do a Double Hit to every Robot Master with the Buster and the Power Stone, the two shots needs to be in the same position or hitting in the same frame, i did Double Hits to Stoneman (since you have no other weapon than the Buster) and to Starman taking damage to position myself where he is and making possible the two hits. I also do a Double Hit to Wily Capsule since there is one cycle where you cannot hit him without help of Rush Coil.

Killing Robot Masters

The faster way to kill every Robot Master is kill him at the very top of the screen since every Robot Master's jump is faster than bubble's speed and if the bubble above leaves the screen, then Mega Man starts to get the power.

Zips

The zips are done by jumping off of Rush Coil 3 frames from the ceiling while holding left or right and you will land on Rush Coil and he will proceed to push you up into the ceiling, you can zip really fast to the left but in most that doesn't save any time (except in Napalm and Stoneman Stages) since you want to zip up.

Moving Platforms

There are some moving platforms all over the game (Stone, Bright and Wave Stages) that if you fall off and then return to the platform instantly they will move 1 frame faster every time you do it so i want to do that every time i stay in the platform to move way faster.

RNG Factor

The RNG factor is potentially the hardest thing to manipulate in the entire game, every Robot Master had different way to work. I didn't find any manip to have a perfect Wily Capsule fight, by my luck, i had only 1 bad cycle, but in that cycle i shoot Wily Capsule with Rush Coil to don't lose a cycle.

Remaining Stages

Waveman

I use the trick of moving platforms in the bubbles section, you cannot do a bubble skip like in Mega Man 5 since you cannot do the screen transition on the little bubbles. In the final part of the Motorwave before the transition i did a full jump to keep Motorwave's speed in the air and move along the room faster. I shoot Double Hits to kill Waveman faster.

Toadman

No special comments, the minibosses dies with one shoot so it's not a problem.

Quickman

Platforming only, there is no Robot Master or Boss in this stage since Wily has his own stage. The lasers don't kill you instantly.

Wily

Didn't find a perfect fight for Wily Capsule since the RNG in this game is so heavy to manipulate but i did the fastest fight i can with one bad cycle, i shoot him a Double Hit with Rush Coil and then a single shoot, that makes possible to shoot the last hit only with a Mega Buster.

Other comments

Special thanks to Prodigy and DSmon who helped me testing some strats and for his RTA runs of this game, that helped me a lot making this TAS!

Memory: Judging
Memory: Optimization appears to be solid.
The platforming was solid enough to make the TAS enjoyable, with some zips here and there to spice things up. The audience enjoyed it as well.
There were concerns in regards to this TAS using Normal Mode instead of Hard. The author cited that they felt there wasn't enough of a difference between difficulties so they chose the fastest. In general we prefer the most interesting rather than the fastest, even if there is not that much of a difference. It seems that Hard Mode for this game increases the amount of enemies which we see as good, increases miniboss health which can be good or bad depending on if strategies differ, and increases damage taken which is likely to be good but can be bad if damage boosts are interesting to the run.
However, this run does seem solid enough to accept for a first publication, so I am accepting to Moons. However this run could very well be considered obsoleted by a Hard Mode submission provided it is more interesting.
Stovent: Processing...


TASVideoAgent
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This topic is for the purpose of discussing #6455: Baddap1's GG Mega Man in 13:22.83
Challenger
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Encode please? I'm currently unable to acess BizHawk 2xxxx
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good run, almost identical to what moth, EZgames and i were doing but one question still arises.. why on normal and not on hard difficulty? :)
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Link to video More interesting than I expected. It has a weird Rush Coil glitch and also Quick Man's stage as well (complete with lasers). Strangely enough, Wave Man's stage music in this game doesn't sound anything like Wave Man's stage music in MM5.
Baddap1
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Tremane wrote:
good run, almost identical to what moth, EZgames and i were doing but one question still arises.. why on normal and not on hard difficulty? :)
Because Hard difficult only adds some enemies all over the Stages and some minibosses have more HP and it's not too different from normal mode so i decided to go for the fastest way because that's the goal of this movie.
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This looks pretty fast and tricks are neat. I can't stop thinking about those ripped graphics and zoomed camera. Looks good.
Noxxa
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Baddap1 wrote:
Because Hard difficult only adds some enemies all over the Stages and some minibosses have more HP and it's not too different from normal mode so i decided to go for the fastest way because that's the goal of this movie.
In my opinion, adding more enemies in stages is a good reason to use hard mode instead, as it would mean requiring more creative opportunities to dodge or defeat enemies that are in the way. (See also the guidelines on difficulty.) I don't think this would be a large deal-breaker (depends on further audience opinion), but I'd say that hard mode probably would be preferred for this game.
http://www.youtube.com/Noxxa <dwangoAC> This is a TAS (...). Not suitable for all audiences. May cause undesirable side-effects. May contain emulator abuse. Emulator may be abusive. This product contains glitches known to the state of California to cause egg defects. <Masterjun> I'm just a guy arranging bits in a sequence which could potentially amuse other people looking at these bits <adelikat> In Oregon Trail, I sacrificed my own family to save time. In Star trek, I killed helpless comrades in escape pods to save time. Here, I kill my allies to save time. I think I need help.
Challenger
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Nice run and optimizations. Knew about rush coil glitch, and the double hits were cool! Yes vote.
FractalFusion wrote:
Strangely enough, Wave Man's stage music in this game doesn't sound anything like Wave Man's stage music in MM5.
Actually it's Gravity Man's stage music in this game. Thanks for the encode too.
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suprisingly not laggy and well done for a handled game... also what's the point adding toadman rain weapon if there is no boss to use it on ? (or if it's time stop, the lasers not insta killing ?) yes vote, but the willy theme playing on the weapon get screen feels so wrong....
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Challenger wrote:
Actually it's Gravity Man's stage music in this game.
Yeah, I figured that's what they were trying for. Though personally it sounds really off even from Gravity Man's MM5 stage music, which is why I didn't say it earlier.
Post subject: how to decide to obsolete different difficulty? ping feos
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Mothrayas wrote:
Baddap1 wrote:
Because Hard difficult only adds some enemies all over the Stages and some minibosses have more HP and it's not too different from normal mode so i decided to go for the fastest way because that's the goal of this movie.
In my opinion, adding more enemies in stages is a good reason to use hard mode instead, as it would mean requiring more creative opportunities to dodge or defeat enemies that are in the way. (See also the guidelines on difficulty.)
I fully agree with Moth. Picking an easier difficulty just because it's "the fastest way" feels cheap, especially when it's in fact detracting part of the optimization challenge.
Mothrayas wrote:
I don't think this would be a large deal-breaker (depends on further audience opinion), but I'd say that hard mode probably would be preferred for this game.
Ok, but if this movie gets accepted, then how would be compared with future submissions that use the hardest difficulty? I don't think that a decision of obsoletion should be based on audience reception alone, but more on the technical merits between the two movies compared. And comparing technical merits becomes moot if these use different difficulty modes.
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Post subject: Re: how to decide to obsolete different difficulty? ping feos
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ThunderAxe31 wrote:
Picking an easier difficulty just because it's "the fastest way" feels cheap, especially when it's in fact detracting part of the optimization challenge.
Maybe the decision itself feels cheap, but we would only reject such a movie if the overall audience feedback is negative because of switching to easier difficulty. If it doesn't look particularly and obviously different, just a little worse, it wouldn't lead to rejection.
ThunderAxe31 wrote:
Ok, but if this movie gets accepted, then how would be compared with future submissions that use the hardest difficulty? I don't think that a decision of obsoletion should be based on audience reception alone, but more on the technical merits between the two movies compared. And comparing technical merits becomes moot if these use different difficulty modes.
The guidelines you quoted here disagree with the notion that technical qualities are move important. In fact, those aren't even mentioned among the factors! What is mentioned is more content, more entertainment, and looking more interesting. In general, it shouldn't be impossible to compare 2 submissions done on different difficulties: in similar situations the "harder" submission shouldn't be slower, and in unique situations it shouldn't be slow.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
Post subject: Movie published
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This movie has been published. The posts before this message apply to the submission, and posts after this message apply to the published movie. ---- [4018] GG Mega Man by Baddap1 in 13:22.83