I was thinking recently about, well, how great the Mega Man 10 TAS is, and about the Mega Man 9 posts discussing the difficult decision of in-game time versus real time. If Mega Man 9 goes for real time, as all prior Mega Man TASes have, the player will have to limit special weapon use. It would be nice if it didn't have to be that way.
It's no solution for Mega Man 9, but we have Wii TASing now, and GameCube has Mega Man Anniversary Collection, which among its other special features introduces SNES/PSX-style quick switching with the shoulder buttons. I feel like it would be quite cool to see Mega Man 1-6 done more in the style of most post-NES Mega Man runs.
So... good idea or bad idea?
I'm all for it. What else is changed in the anniversary versions? Presumably unless they're running in an emulator (which seems unlikely if they've made enhancements to the controls), the detailed glitching in the first game wouldn't be feasible.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Yeah, it'd probably be easier to just do the Playstation Complete Works versions instead. Those have pretty much all the features the Anniversary Collection versions have, except without the screwed-up sound in some of the games (and backwards controls, but that's hardly an issue for a TAS, lol). :p
I'm not a ninja, so I don't know what crazy Shinryuu/FinalFighter-esque things wouldn't be possible in the first two games. I know that the pause trick is still in Mega Man (1) in MMAC though.
MMAC also has some unlockables, which are useless and dumb, a map thing (useless for TASing), a turbo button (as SirVG said, useless for TASing)... not sure of anything else. There's also an intro screen and a game selection thing - I could see that actually increasing overall time for some of these games even with quick switching, but I think the entertainment tradeoff might be worth it. Seeing the perfect weapons being used at the perfect times is really beautiful.
I did a speedrun of MM3 on the AC, and I discovered a glitch about 4 years ago. When you beat a Doc Bot and slide at the same time, you retain the slide speed while running and riding rush jet. This makes the NeedleMan revisit stage extremely fast with the super fast rush speed. Unfortunately, for whatever reason, it only works on Anniversary Collection. Also, for MegaMan 3,4,5,6 with the 'slide button' you can slide while on the top of a ladder (idk if that is possible on the actual NES games).
Also the weapon switching stuff would be amazing to see!
So, if these glitches exist, there's still more
and just confirming, it is not an emulation. Scenes like the Mega Man 7 credit sequence are modified (Mega Man is not walking from the Wily's Castle in flames, just cutting to a credit sequence), the music is pre recorded and will fade out and start again if played long enough. Also, the select trick works with the MMAC's menu.
My first language is not English, so please excuse myself if I write something wrong. I'll do my best do write as cleary as I can, so cope with me here =)
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Joined: 8/14/2009
Posts: 4089
Location: The Netherlands
I've ran tests on Rockman Complete Works (1) once. The zipping still existed in that one, working completely as in the NES game. (I doubt the newer lag-based glitches there would be as feasible though). So it is an emulation.
Assuming MMAC's MM1 is a direct port of/like in RCW1, there wouldn't be differences here.
Also, when I tried out some of the newer RCW games, I found out that instant weapon switching causes one frame of lag. May not sound like much, but this really cripples weapon variety because to stay optimal you only have to switch as much as is needed and no more.
Oh, and for anyone thinking to TAS MM1 on the newer versions, it's (at least in RCW1) not possible to use instant weapon switching for Magnet Beam. Which effectively destroys quite a bit of the point of TASing newer versions. (It also has only about half its soundtrack redone in the Navi version, making the music not that worthwhile too.)
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.
If you play MM4,5,6 on AC, you can use the C-stick to switch between the balloon, beat, & Rush items. I don't think weapon switching on AC causes that 1 frame of lag either, but I could be wrong.
Joined: 8/14/2009
Posts: 4089
Location: The Netherlands
Yes, in the later RCW games it's also possible to use the Rush etc. items using the L2/R2 buttons, but this does not work in RCW1 and possibly not MMAC:MM1 either. The 1 frame of lag would have to be tested. I was surprised at it occurring on the PSX, and if it occurs on the PSX I'd be surprised if it on the otherhand didn't occur on the PS2/GCN as well.
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.