Posts for GlitchMan


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Experienced Forum User, Published Author, Experienced player (621)
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Baxter wrote:
Well... the whole point of the question was to take into account the time for the rushjet to appear. If that takes longer than the time saved by it, then the glitch can't be used nearly as much. Edit: I just tested, in this particular room (last room of cossack 4) it's about 12 frames faster than just sliding. In this room, you drop however down from the start, so you can't slide right away, while you can summon rushjet right away. This makes me somewhat doubt that this is faster in the middle of a long horizontal room, if not obstacle is skipped.
Yeah, that's what I'm trying to say. If the time saved is worth the wait, it will be faster to use the Rush Jet.
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Thanks! I'm glad y'all like it! :D
Baxter wrote:
Edit: Did you time how much for instance this saved at that last room (before the boss), compared to regular sliding?
Yes I did. The average speed for pulling off the Rush Jet glitch is 15 pixels for 30 frames, so that's an average of 6-8 pixels a frame. Average sliding is 2.5 pixels per frame. In the time you took for those 30 frames to slide, you would have only traveled 75 pixels whereas the Rush Jet glitch makes it to at least 180 pixels in those 30 frames. That saves more than 45 frames of sliding (not counting the time it takes for the Rush Jet to appear)!
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I think that getting a powerup would be faster. A good place to get one would be killing the last minor enemy you have to kill in Wily Stage 3 and getting the powerup from that enemy when I switch to Pharaoh Shot. Other news, I finally have Cossack 4 all mapped out! Here it is: http://dehacked.2y.net/microstorage.php/info/446090739/GlitchMan-Mega%20Man%204%20%28U%29-stage0B%28cossack4%29.fm2
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Mothrayas wrote:
GlitchMan wrote:
In terms of boss weaknesses, I think it would be faster to beat Pharaoh Man with his own weapon. A charged Pharaoh Shot against him does 3 damage (I saw it myself)! It's the same amount of damage as the charged Mega Buster shot. Thanks to the Pharaoh Shot glitch, there might be a faster way to beat him!
If by 'Pharaoh Shot glitch' you mean pausing and unpausing to charge up without using ammo, I think that'd be too time-consuming. Maybe if the cockroach twins could be beaten with another weapon quickly enough so you'd be able to have enough ammo to use it on pharaoh man, you could do it. I doubt that, though, since charged Pharaoh both does the most damage (tieing with charged Mega Buster) to them and it can be fired diagonally so you don't have to wait until the second one moves up the wall.
I was talking about creating a charged Pharaoh Shot above Mega Man's head, sliding, then throwing an uncharged Pharaoh Shot, thus resulting in more than one charged Pharaoh Shot above Mega Man's head. You don't need to use the pause feature. This enables you to hit a boss with fully charged Pharaoh Shots every time the boss turns vulnerable again. And about the cockroach twins, that is a good idea to use the second strongest weapon against them so that I won't have to worry about refilling Pharaoh Shot.
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Awesome! I'm glad you are taking interest, even though it's not physical (TASing the game). The important thing is that you are taking interest. :)
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Mothrayas wrote:
GlitchMan wrote:
Guys! I finally have an improved stage of Skull Man with Rush Jet!!! http://dehacked.2y.net/microstorage.php/info/574073764/GlitchMan-Mega%20Man%204%20%28U%29-stage07improved.fm2 This time I discovered something new: While doing the Rush Jet zipping thing you zip 16 pixels and it is every 3-5 frames (ignoring lag) if you're just holding up and right, but you can zip 16 pixels every 2 frames if you press up and right on particular frames!
Very nice. Is Rush Jet as influential in other stages, too?
Of course it can! :D It can be used in Bright, Ring, Dust, Dive, and Skull Man's stages. Also, it can be used in numerous Dr. Cossack stages, especially the 4th one. Awesome demonstration finalfighter! :) You proved that the double weapon switch to the Balloon AND the Mega Buster isn't necessary and you can keep it on Rush Jet which gives more opportunities for the Rush Jet zipping glitch. Then you could probably use it in many Dr. Wily stages too. I'm kind of iffy about 3 and 4 though as there aren't very many good spots to do the Rush Jet glitch. In terms of boss weaknesses, I think it would be faster to beat Pharaoh Man with his own weapon. A charged Pharaoh Shot against him does 3 damage (I saw it myself)! It's the same amount of damage as the charged Mega Buster shot. Thanks to the Pharaoh Shot glitch, there might be a faster way to beat him!
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Guys! I finally have an improved stage of Skull Man with Rush Jet!!! http://dehacked.2y.net/microstorage.php/info/574073764/GlitchMan-Mega%20Man%204%20%28U%29-stage07improved.fm2 This time I discovered something new: While doing the Rush Jet zipping thing you zip 16 pixels and it is every 3-5 frames (ignoring lag) if you're just holding up and right, but you can zip 16 pixels every 2 frames if you press up and right on particular frames!
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I think that I can use the zipping glitch you guys mentioned on the Air Man boss in Needle Man's Revisited Stage. When the force is pulling/pushing you to the left you would zip right and when the force is pulling/pushing you to the right it's the other way around.
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t3h Icy wrote:
MOAR! This time I go kill the bosses in Mega Man 3, except with a twist; only using Shadow Blade. How far can Mega Man go with just a single weapon and limited ammo? Although for entertainment value, the Full-Game TASers may want to take a peek at Gemini Man; maybe Snake can be implemented in the same fashion, although I think it's already known. Regardless, enjoy!
Whoa! Awesome! I never knew that the Shadow Blade could be so powerful especially against Gemini Man.
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http://dehacked.2y.net/microstorage.php/info/1064379663/GlitchMan-Mega%20Man%205%20%28U%29-lvl02superarrow.fm2 Another example of how no weapon switching is a useful time-saving strategy! Man! Today was a great day with time-saving techniques! :)
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I thought you were talking about taking damage off one of the enemies in the 2nd to last room prior to the boss gates (it's the one with the platforms that move up and down). You know you can take damage at a particular time off one of the enemies then you will fall when you are taking damage as if there were no low gravity.
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I think he's talking about the one where you use item 1 or 3 during the boss fight then you rub up against the gate and it will take you to one of the Wily stages.
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Baxter wrote:
I made that first wip before you mentioned this super arrow strategy for the Gyroman stage. In the later wip, I was planning on including it.
Oh! I wondered why you didn't include it. I thought it was becuase you didn't think it would work.
Baxter wrote:
Then I noticed I would have to redo something at the starman stage...
What was it?
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I didn't see where you used my strategy for Gyro Man's fifth room. In case you thought it couldn't be done, here it is: http://dehacked.2y.net/microstorage.php/info/1739322323/GlitchMan-Mega%20Man%205%20%28U%29-lvl03superarrow.fm2 Also, I found a way to reduce lag when you ride the Super Arrow (only if you're at the top of the screen). There will usually be no lag when Mega Man's sprite is off the top of the screen. Do the slide-jump-slide-jump thing on it and that is a way to reduce the lag.
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Baxter wrote:
Yeah, that room in your fm2 will definately be a lot faster that way. Did you mean not switching to Crystalman's weapon either? That would indeed save an additional 150 frames not changing weapons, but... The first room will be slower, due to not using super arrow. I don't know if there is enough time to charge the weapon, without losing time, but otherwise some more time might be lost, as those tigers take three hits. Same with the enemies in the third room, which takes 4 hits, or a charged shot and a normal hit... there certainly isn't enough time to charge for the second one, and those can only be hit once every ~10 frames. Megaman might need to take damage there. Then there is the long room... those instant kill thingies also need 3 hits or charged shot, which will also cost time. There is also another thing to consider. Near the end of the level, there is a very good spot to do the glitch where megaman enters the screen at the top, and ends up in the room below (near the very end). This is however also possible in the first room, and the room where your fm2 ends. I'm not too sure it will be useful in these rooms... but it should at least be considered. But yeah, the strategy in that room is very fast... I'm pretty sure it will end up in a TAS... but there will also be some time losses due to it.
The tigers in the first room aren't that hard to kill (they only take three hits). As for the enemies in the third room, all you have to do is charge up your buster and use a charged shot on the first one. The second one you might have to undo your slide then shoot. This shouldn't lose THAT much time. :)
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I know how to better optimize the usage of Super Arrow for Napalm Man's stage: http://dehacked.2y.net/microstorage.php/info/1162345276/GlitchMan-Mega%20Man%205%20%28U%29-lvl06superarrow.fm2 I was thinking of doing something like not using the S. Arrow for the 1st room and play it with just the normal weapon. Then in the room with the spiked walls (after both are destroyed because you can't kill'em with Super Arrow) switch to the Arrow. I know this may not seem like much but it will always save time in the end. This will also help because you won't have to use as many weapon switches which are 75 frames, so that will have saved approximately 2.5 seconds already (since two were used in the published run)! Weapon switching plays a big factor in how much time is saved in a stage too.
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juef wrote:
Wow! That's a pretty nice WTF moment - looking forward to see the whole thing!
Are you referring to the final boss or the "save one frame off the bottom of the ladder" trick?
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DarkKobold wrote:
That's a pretty kick ass glitch does that mean you are nearing completion of the the TAS?
Yessir! :D Also, I found another thing that will save me a frame each time I grab a ladder. Usually when I do the ladder glitch I would have to grab a ladder (which takes one frame) and take two frames to climb back down so he will be in his stance position. But by pressing up and down at the same time I only have to take one frame to climb back down. I did the ladder glitch four times total in Wind Man's stage which means I'll have to go back and redo the stage. It's okay though since I only have to start again from where the first bottom of a ladder appears where I do the glitch. I know it's at the end of ALL THE WAY in the first room but I'm still motivated to do the whole stage again (yes, even the horrible room 5)!!! :)
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t3h Icy wrote:
That was awesome!
Thanks!
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Check out what I found: http://dehacked.2y.net/microstorage.php/info/1806344249/glitchman-Mega%20Man%206%20%28U%29-final%20boss.fm2 Consider the final boss officially gitched!!!!!! :D
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Baxter wrote:
Wily 1 if I'm not mistaken (right after the protoman levels. There is a room where the ceiling goes up and down.
Ohh...! I know what you're talking about now! I tried to get up at the top of the screen and when I made the screen transition to that room, I got stuck inside the ceiling. I remained unharmed but right when the ceiling started going down, I died.
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Baxter wrote:
GlitchMan wrote:
Baxter wrote:
Yeah... but that only works while megaman is still recovering from being damaged, right?
Yes. I don't know about the sliding.
Well, moving forward with the sliding motion. The only spot where I know it works is where the ceiling goes up and does.
What spot are you talking about?
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Baxter wrote:
Yeah... but that only works while megaman is still recovering from being damaged, right?
Yes. But I think that it could still be possible to get in a wall while sliding. I'll try more strategies to get it but if nothing works, we're stuck the "take damage" zipping glitch.
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Baxter wrote:
GlitchMan wrote:
Hey Baxter, something just occurred to me! In Mega Man 4 if you get stuck inside of a wall, you die (unless you're still blinking). But in this game if you're inside of a wall you just get stuck. It is possible to get yourself out by being in slide motion somehow and zipping out like in MM4 with Rush Jet. Maybe there is a sliding-zipping glitch in there somewhere!
I've tried many things to get out of a wall... (everything I could think of)... but nothing seems to work. The only way to really move on again is to take damage somehow it seems. It would be awesome though if you were able to find a way though.
I've tried several times to get in a wall with Super Arrow while in sliding motion, too. The only way to progress while "inside" of a wall is to be in the sliding pose while alternating the left and right arrow keys every frame (with the pixelation adjusted of course). Taking damage from an enemy is another way too.
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Hey Baxter, something just occurred to me! In Mega Man 4 if you get stuck inside of a wall, you die (unless you're still blinking). But in this game if you're inside of a wall you just get stuck. It is possible to get yourself out by being in slide motion somehow and zipping out like in MM4 with Rush Jet. Maybe there is a sliding-zipping glitch in there somewhere!
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