In-game All Clear Time: 00:15:16

Achievements unlocked:

AchievementRequirements
Super HeroClear the Game on Hard

Emulator Details - Dolphin r7571

  • Dual Core - Disabled
  • XFB (External Frame Buffer) - Enabled | Virtual
  • LLE Audio
  • Wiimote 1: Extension = 'None'

Run Attributes

Comments

This is a run using Bass on Hard Difficulty. I installed the DLC that unlocks Bass as a playable character, and started from a save that has completed the game once already in order to allow access to Hard Mode. For this run, I use Bass. He has several abilities that contributed to the speed of this run.

Bass Ablities

Dash

Obviously, this is definately the best ability for speed. Bass' dash is alot faster that running, and his increased speed is retained during jumps.

Auto-buster

Bass is equipped with an 8-directional automatic buster, and up to 4 shots can be on the screen at once. However, the damage is halved, and he cannot fire while running. He must jump or remain planted.

Treble

Instead of Rush, Bass' companion is Treble. He can fuse with Treble at any time for additional abilites. While fused with Treble:
  • He can fly in any direction (subject to slow acceleration).
  • Shoots a 3-directional tri-buster. Only 1 triple shot on the screen at a time.
  • Suffers no push-back effect from taking damage.

Tricks and Glitches

I use the same tricks that I used in the run with Mega Man. Please refer to #3157: diggidoyo's Wii Mega Man 10 "Mega Man" in 33:42.37 for more information. There are a few tricks that are specific to Bass.

Treble Buster

The damage on Bass' main arm cannon has been halved in order to balance the upgrades. But there are times I need the full power of the buster. In order to achieve this, I switch to the Treble weapon. After calling Treble, every shot is the same as Mega Man's buster. As long as I don't touch Treble, I can use this alternate buster.

Knockback Cancel

As I mentioned, Bass suffers no knock back effect when he takes damage while in Treble Form. to take advantage of this, I simply fuse with Treble slightly before I need to take a hit, cancel out of Treble form, and continue.

Stage Times

Commando Man | 1:14.05

Blade Man | 1:12.41

Chill Man | 1:06.55

Nitro Man | 1:28.88

Strike Man | 1:15.93

Sheep Man | 1:33.78

Pump Man | 1:03.93

Solar Man | 1:17.56

Wily Stage 1 | 2:13.06

Wily Stage 2 | 1:31.26

Wily Stage 3 | 2:04.10

Wily Stage 4 |

Wily Stage 5 |


DarkKobold: Finally! This gets accepted! Sorry for the wait.

natt: LET'S ROCK

Experienced player (580)
Joined: 1/27/2011
Posts: 427
Location: Oregon
The one-round kill with Bass is actually due to the Hard Mode pattern of Wily Capsule. His energy ball moves faster, but it takes an extra trip between the two capsules. This means he stays in the screen slightly longer during Hard Mode compared to Normal. Enough to kill him in one round.
Joined: 5/19/2010
Posts: 259
Location: California
That's actually pretty interesting. Is this one of those rare instances (in any game) where playing on a higher difficulty level actually results in a faster boss fight?
#3201
Experienced player (580)
Joined: 1/27/2011
Posts: 427
Location: Oregon
Perhaps it is, haha. Even better is the Commando Man re-fight in Wily Stage 4. Lasted less than a second: 56 frames.
Joined: 5/19/2010
Posts: 259
Location: California
diggidoyo wrote:
Perhaps it is, haha. Even better is the Commando Man re-fight in Wily Stage 4. Lasted less than a second: 56 frames.
At least he retains some shred of diginity; Spring Man and Turbo Man don't even survive long enough to let their lifebars fill up.
#3201
Experienced player (761)
Joined: 12/20/2009
Posts: 120
Nice work! YES!
Experienced player (580)
Joined: 1/27/2011
Posts: 427
Location: Oregon
Thanks agwawaf. Also, a note. The WIP encodes of the 8 robot masters end with game saves. That was only to gauge my progress after each level for comparison. The saves are not recorded and they are not in the submitted input file. It goes straight from one level to the next.
Exostum
He/They
Joined: 10/14/2009
Posts: 31
Location: France
Great work ! Yes !
May the moon and the sun of arkantothia protect you.
Joined: 10/10/2010
Posts: 1
This run looks amazing up to now. Can't wait to see the finished TAS altogether.
Check out me and DarkSamusAX in the thrilling maiden adventure as BurningSoulLPs' first LP. HERE
Joined: 5/11/2006
Posts: 71
Thumbs up for awesomeness!
Samus taught us that a girl doesn't need brains to be successful. Brains are giant, evil, and vulnerable to missiles.
Experienced player (580)
Joined: 1/27/2011
Posts: 427
Location: Oregon
Thanks guys. I would encode the whole thing, but I'm pretty bad at encoding, as is evident by my low quality WIP uploads. Is sgrunt still around? He did a great job on the first encode of MM10 and I feel he would be best suited to encoded this one as well.
Skilled player (1637)
Joined: 11/15/2004
Posts: 2202
Location: Killjoy
Are any encoders working on an official encode?
Sage advice from a friend of Jim: So put your tinfoil hat back in the closet, open your eyes to the truth, and realize that the government is in fact causing austismal cancer with it's 9/11 fluoride vaccinations of your water supply.
Experienced player (580)
Joined: 1/27/2011
Posts: 427
Location: Oregon
I suppose I could start working on an actual encode if it will get this ball rolling... I'll do my best and we'll see how it turns out.
Former player
Joined: 9/13/2010
Posts: 138
Location: Tallahassee, FL
Thanks
Emulator Coder, Skilled player (1142)
Joined: 5/1/2010
Posts: 1217
diggidoyo wrote:
I suppose I could start working on an actual encode if it will get this ball rolling...
If you are to do official encode(s), you need approved encoder logo (approvals are handled by site managers and senior publisher). Oh, and if you need help with encoding, there's the IRC channel (many encoders hang there) and of course the encoder's corner subforum.
Experienced player (580)
Joined: 1/27/2011
Posts: 427
Location: Oregon
Thanks for the tips. But I wouldn't count on any official encode from me. My preliminary attempts were fruitless. My haphazard box ticking in the menus produced even worse results than the WIP's. I'll keep playing around with it, but I have to admit, I have absolutely no idea what I'm doing. At the very least, perhaps I'll learn a thing or two about encoding.
Skilled player (1308)
Joined: 9/7/2007
Posts: 1354
Location: U.S.
Is this going to get judged soon? Its been sitting in the Bench for quite a while.
Editor, Experienced player (608)
Joined: 11/8/2010
Posts: 4012
I'm surprised it hasn't even been claimed. It's the second Wii submission ever and it's been "new" for nearly a month now.
Editor
Joined: 3/10/2010
Posts: 899
Location: Sweden
I was pretty sure that we had at least two wii submissions.
Editor, Skilled player (1405)
Joined: 3/31/2010
Posts: 2086
henke37 wrote:
I was pretty sure that we had at least two wii submissions.
Iirc, the other dolphin submission was Smash Bros Melee for the GCN.
Editor, Experienced player (608)
Joined: 11/8/2010
Posts: 4012
scrimpeh wrote:
Iirc, the other dolphin submission was Smash Bros Melee for the GCN.
You remember correctly. There has been one GameCube submission (SSBM "All Star Mode") and one other Wii submission (MM10 "Mega Man").
Skilled player (1637)
Joined: 11/15/2004
Posts: 2202
Location: Killjoy
CoolKirby wrote:
I'm surprised it hasn't even been claimed. It's the second Wii submission ever and it's been "new" for nearly a month now.
There have been some issues getting it to sync. Velithia has tried and failed. No other encoder wants to struggle with it. I guess I'll have to try and get it working so I can judge it.
Sage advice from a friend of Jim: So put your tinfoil hat back in the closet, open your eyes to the truth, and realize that the government is in fact causing austismal cancer with it's 9/11 fluoride vaccinations of your water supply.
Experienced player (580)
Joined: 1/27/2011
Posts: 427
Location: Oregon
Dont forget the game must be beaten once first in order to unlock hard mode. If you let the emulator play through [Movie]1812[/movie], it should sync fine after a restart.
Joined: 8/29/2005
Posts: 148
Location: Dayton, OH
Here are the save files after playing 1812M. Edit: Removed link. Save files were not correct. You actually have to let the credits roll to completion in order to unlock Hard mode. This is long after the movie completes. I will post new save files when I play the movie again. You should be able to dump them into the save folder. Note also that you must install the DLC .wad to unlock Bass and Hard Mode. I have yet to get it to work, but I'm getting closer.
Experienced player (580)
Joined: 1/27/2011
Posts: 427
Location: Oregon
Alright, I've compiled the emulator in a zip that should correctly sync this without a problem. This is the latest stable release (Dolphin v3.0, 64bit) configured exactly as mine. http://www.megaupload.com/?d=95XHB9RG All you need is the submission input file, the DSP dumps, the DLC .wad, and the actual game Change the ISO directory (Config->Paths) to point to those, install the .wad (by double clicking it in Dolphin), then highlight MM10 and play this recording!
Joined: 8/29/2005
Posts: 148
Location: Dayton, OH
Here are the *correct* save files. http://www.mediafire.com/?cnp5g0b8b3x9e2g I was able to get both 1812M and this run to sync using the build diggidoyo posted above.