Posts for Makou

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Joined: 4/11/2004
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Holy crap...
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Joined: 4/11/2004
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It doesn't really matter, no, since no one game impacts another. The most logical order would be 1-2-3-WT, though, for obvious reasons. ;)
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The graphics really aren't that "goofy" -- the only odd things are how short Protoman/Blues is compared to Megaman/Rockman, and that Roll and Dr. Light look like they should be on the shortbus. Various aspects of all three games were changed -- for example, in the first, you can now use invulnerability to stand on spikes, while you couldn't in the NES version. There is also no select-button-pause trick, so you have to actually fight the robot masters. Imagine that. In all three games, enemies tend to have an invulnerability period that is longer than it was on the NES. This is especially true for the robot masters. This makes most boss battles, to some degree, more difficult. Not doing a full run also brings up the whole Savestate vs. SRAM argument, to which there was never a conclusion, if somebody just wants to run Wily Tower. My vote? Go for the four-game run.
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I would definitely think picking up the letters would be a must. As adelikat said, the third (final) RC car is much faster than the first. In between car upgrades, it would probably be most useful to pick up acceleration and top speed upgrades. Weapons, I'm not sure about. Bombs would allow you to prevent the other cars from ever getting in front of you, but it may be more entertaining to use missiles so you can take them out just before the get out of range. They would also allow for some tricks, since I believe they always fire from the nose of the car, meaning you could fire missiles backwards by hitting an oil slick. Roll cages should probably be avoided. They are not necessary to completing any race, and the possibility of wrecking the car but never doing so (unless it somehow manipulates luck) would be more entertaining to me, especially on the tracks with tons of oil slicks. As for where to stop the game, I would personally vote for track 48. That is where the difficulty is capped at its maximum, though some may be bored by this. However, I'd rather see it pushed to that point. I'd still like to see a Ghosts 'n' Goblins movie that pushes through the game the second time, but that's another discussion... I loved this game when I was younger, and still play it on occasion. I would definitely watch a movie for it.
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The way to do it would be to hack the ROM to allow access to all four right from the start. There is a "cracked" ROM of the PAL version, but I've yet to figure out what, exactly is so cracked about it. I would love to see improved versions of the normal three games, Frenom. I was actually wondering if the "fast through the wall" techniques from the NES games will work here. It looks like the RM1 version of this bug involving the Magnet Beam does not, but the Items in RM2 behave differently (obviously)... so this should be interesting. Am I the only person who thinks RM3/MM3 is actually somewhat difficult in this version, since bosses and even basic enemies can't take damage as quickly as they do on the NES?
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I used 9f, and didn't have a problem.
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Joined: 4/11/2004
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Hey Frenom, I watched all four of these runs (MMWW Wily Tower, RMMW Rockman 1-3) and I think you did a good job with all of them. This was honestly my first venture into watching a new TAS in an emulator before it was published as an AVI, and I used the wrong ROM for Wily Tower. It desynced in Mega Water-S's stage, but still finished it! ... then got stuck on the stage select screen. Was very odd. But, I did find the correct ROM, and as I said, I think you did a good job. This is likely one of those cases in which it can be improved, but nobody's made any noise about doing it at all -- I'm voting "yes" on this as a result, and I hope that it starting from a savestate is allowed due to a problem with the ROM not saving data and normally denying access to the Wily Tower. Also, I would like to suggest that you submit the Rockman Megaworld RM1-3 runs individually. I know most people don't like to see "multiple system versions of the same game," but there is a case to be made here that they are different enough from the NES versions to be considered games of their own.
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I just read all nine pages of this, and have watched the side-by-side video. What a mess this is... On one hand, it's a half-second improvement on what was thought to be perfect... for a game that takes less than 10 minutes to complete, that's really something. It's obviously not just a copy/paste of Sleepz's run -- I could actually pick out the differences with the side-by-side. I wonder if I could do the same with the 3-or-fewer-frames-different SMB1 runs... On the other hand, I find Sleepz's run to be more entertaining around bosses, especially versus Wart. Stand inside the bad guy? Awesome. The wobbling in Phil's movie bugs me, even though it's rarely done. I already know it's a movie created in an emulator, I don't need anything other than the intro of the AVI to tell me such. But you know what? I haven't said anything that anyone else hasn't at this point. I wonder why I even bothered to type this. Boredom, I guess. Voting "meh" because I just don't care anymore...
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So where does this savestate end? Can every savestate created for this purpose be regulated to start the game at the exact same point for every game? And there is still the issue of where to start the recording -- as soon as the savestated is loaded? as soon as the soft reset has ended? at a point calculated for where the game 'starts' after the reset?
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Well, there's an issue here that I don't think anybody is considering. Though I've never done one myself, I would imagine completing a tool-assisted speed run takes quite a long time for some games (such as this one) as-is, playing through it normally. The playthrough-softreset-playthrough method would force anyone who wants to display an "extra" mode to complete the game normally before they even start their intended run. So I ask you: Is that fair? This has already been mentioned, and it's worth repeating: There is already a question (and much disagreement) of when a movie should be started and ended. The soft reset method jams yet another set of possibilities into the mix: When do you start and end a movie recorded with a soft reset?
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The idea of an official SRAM bank for games like this is the best idea, I think. This would work for many games, as long as the "new game" doesn't allow you to hold onto things that were obtained in the initial run through the game. Remember that hard mode run through one of the Megaman Zero games that was refused because hard mode requires the game to be completed once? That could be accepted with this. It would also open the door for some alternate mode runs in games that have been published previously -- Castlevania: Circle of the Moon without any DSS cards, anyone? That would be impressive, in my eyes.
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Wow. Someone tell me why AngerFist and DeHackEd are doing this run and not finalfighter. (No offense to AngerFist and DeHackEd -- I'm kidding, of course!)
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The Rush Jet functions differently in MM3 than MM4. That's both a good thing and a bad thing -- the MM3-style jet makes things a whole lot easier in places (heh), but the MM4-style jet seems to be better for TAS purposes. This kind of thing may be doable in MM5, though...
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I've been a fan of the Megaman games for a long, long time, and I had no idea they were all so broken. o_O I agree with what someone said a while ago: Change finalfighter's "Ninja" to "Crazy-Ninja." Magic Food: Ah, so I'm really getting things confused now. Thanks for the correction.
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I believe pressing up stops a slide (I remember someone commenting on that), but this may only be in later games.
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Joined: 4/11/2004
Posts: 104
It's funny, there are hacked versions of SMB1 that allow the screen to scroll to the left. But anyway... The "Chinese World" being a hoax is obviously nothing new to anybody here, but it is so for an obvious reason if you know how the game handles certain things. The "background" for swimming stages, as I recall, is nothing more than that -- a background of a specific color. When Mario is placed in 'swimming mode', the game restricts his vertical movement, causing him to be unable to move past a certain point on the screen. There is no way to allow him to swim or 'jump' past this point -- many ROM hackers have tried. Consequently, this is why there's no water you can jump into in any of the running stages. But I'm sure most of you already knew this and think I'm just trying to show off some useless knowledge. :P
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Technically, it's a hack of Megaman 2 -- there are parts of the text which are unedited (the "weapon get" screens) and it has a difficulty option on the title screen. FCE Ultra handles Rockman Exile without a problem. It does have some nice level editing, and the Metaurs are certainly good for a laugh... but that's about where it ends. The rabbits and dogs from Wood Man's stage? Their attacks are now one-hit kills -- on "normal." Joes throwing the Crash Bomber and Flash Man's behavior... that's classic stuff... I do wish ROM hacks were publishable, as well. This one is done well enough (and is difficult enough) that I think it'd be impressive to see.
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It's not Microsoft's old mplayer.exe, you goofball, it's Media Player Classic. :P Your help is extremely appreciated. Thank you very much.
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The problem is, I really don't want to switch from MPlayer Classic. It's played every media file I've thrown at it, except this Blaster Master movie and the OGM and MKV files for the Rad Racer movie -- and it should be able to play all three of them. Do I maybe have an outdated or wrong version of FFDShow?
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Okay, I'm asking for assistance again. Like the Rad Racer movie, I have FDDShow installed and am running Media Player Classic. Despite the file type, however, I can't view this one either. Could someone please help me?
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I have FDDShow and Media Player Classic installed, yet I cannot watch either the OGM or MKV versions of this movie. I was looking forward to this, because the last time I played the game, I wasn't even able to complete the first race. A little help, if someone is available?
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I thought it was 4 on Normal and 7 on Difficult. Oh well. You know what they say about not believing everything you read, right? I usually just Metal Blade him when I'm playing, since I can never position the bomb properly to get anything resembling a 1-hit kill. Thanks for at least giving it a shot, though. I didn't think a suggestion from a normal player would work out, but I thought I'd put the idea on the table anyway.
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I have read (though never been able to perform) that a single Crash Bomb, if placed properly, can take out Wood Man. If this is the case in the Japanese version/Difficult mode, then it would likely be faster than running up to him and using the Air Shooter.
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I just watched this and Morimoto's old video back-to-back, and my complaints are now void. Anything I might think is "wrong" with this video, I now consider insignificant. The jumping technique in Air Man's stage alone is absolutely astounding. It's just too bad the Time Stopper had to be used in Quick Man's stage, since that was one of the things I really like about the old video. I just have one question that would be reletive to the second fight with Wood Man. How much damage can a Crash Bomb do to Wood Man if it explodes on his shield, instead of hitting him directly? Might this be faster than running up to him and using the Air Shooter? Since I cannot read any form of the Japanese language and do not trust translators like Babelfish, I don't know if this has been attempted. It probably has been, but just in case it hasn't...
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Well, I've also never really had to examine it. I'm not a speedrunner, so I've never gone looking for every little thing that could save a second here and a second there. Just to make something clear: I hope it doesn't sound like I hate this run. I don't! I think the fact that the time from start to finish in the game is shorter is fantastic. As a normal, average player of this game, the things I mentioned stuck out as odd, or whatever adjective you wish to use. Not knowing Megaman's falling speed actually increases as he falls caused the bunny-hopping to seem strange to me. I've noticed that in Spark Man's stage in MM3 (for example) that it looks like he falls faster down the shafts after the first screen, but I thought it was just an optical illusion from there being nothing on the screen except for the shaft and Megaman. Knowing that the hops do serve an actual purpose, I can appreciate this video a little more.