Submission Text Full Submission Page

Rockman Complete Works: Rockman

This game is a remake of the original game for NES. In this remake is a feature where Mega Man can switch between weapons instantly.

Game objectives

  • Emulator used: psxjin v2.0.2
  • Uses no passwords
  • Completes game as fast as possible without using glitches

Comments

This movie completes Rockman 1 without using the Select trick and using Magnet Beam to zip through walls or screen wrapping glitches. Making this movie took about a week to finish. Some stages I got stuck on which way was fastest to beat it but I just gave it my best try.

Stage by stage comments

Gutsman

This level is one where it didn't take long to beat. The boss fight I was able to get past Gutsman without taking damage.

Cutman

The instant weapon switching to Gutsman's weapon saved time.

Elecman

I was able to kill more enemies by having instant switching to Rolling Cutter.

Iceman

His level I used the Magnet Beam to determine which parts would have more time saved.

Fireman

I switch to Ice Slash to freeze the fire pillars and use them as platforms.

Bombman

I use Magnet Beam to skip over enemies and switch to Ice Slash to freeze the enemy at the boss door.

Dr. Wily Stages

The first stage I use Iceman's weapon to freeze the hopping enemies and fire pillars. I use Elecman's weapon to break through the walls. Sparing weapons energy for the later bosses was no challenge since Fireman's weapon was used for the bosses. The shield stays on him for a few seconds.

Other comments

This movie is a demonstration on how this game is beaten with instant weapon switching even though you still need to switch to Magnet Beam manually in this game.

Improvements

Possibly not take so much damage in some places

Screenshot suggestions

61642 22344 48354

Nach: The problem with our other runs for this game isn't that they use glitches, but that they either complete the game immediately, or abuse the Magnet Beam to bypass major chunks of the game. This run isn't glitchless, and it also abuses the magnet beam, just not as effectively as our other runs. This goal seems arbitrary and is not warranted. Some of the play also looks suboptimal.
Try making the best run you possibly can on the classic game without the Magnet Beam. That would be very different than our existing runs, and also be interesting, as the game was supposed to be impossible to complete without the Magnet Beam.
Rejecting.


TASVideoAgent
They/Them
Moderator
Joined: 8/3/2004
Posts: 15576
Location: 127.0.0.1
Skilled player (1741)
Joined: 9/17/2009
Posts: 4981
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
Uh...do does glitches you listed even exist in this version?
Noxxa
They/Them
Moderator, Expert player (4124)
Joined: 8/14/2009
Posts: 4090
Location: The Netherlands
I've done some testing a few years back with this game. Zipping and screen wrapping glitches still exist in this version, and I think the select glitch also still exists in this version (although it's slower, because you have to open the menu to do it which costs extra time). Lag glitches most likely do not.
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.
Editor, Skilled player (1439)
Joined: 3/31/2010
Posts: 2108
Can we get an encode on this submission? Category aside, why does this run need to be on Complete Works?
Experienced player (690)
Joined: 2/5/2012
Posts: 1795
Location: Brasil
it has the quick weapon select,doesn`t it?
I want all good TAS inside TASvideos, it's my motto. TAS i'm interested: Megaman series, specially the RPGs! Where is the mmbn1 all chips TAS we deserve? Where is the Command Mission TAS? i'm slowly moving away from TASing fighting games for speed, maybe it's time to start finding some entertainment value in TASing.
mklip2001
He/Him
Editor
Joined: 6/23/2009
Posts: 2227
Location: Georgia, USA
Sorry, but is there anybody making a quick video encode on this? I am interested in seeing a glitchless run, but I can never get PSX emulation to work at an acceptable speed on my computer.
Used to be a frequent submissions commenter. My new computer has had some issues running emulators, so I've been here more sporadically. Still haven't gotten around to actually TASing yet... I was going to improve Kid Dracula for GB. It seems I was beaten to it, though, with a recent awesome run by Hetfield90 and StarvinStruthers. (http://tasvideos.org/2928M.html.) Thanks to goofydylan8 for running Gargoyle's Quest 2 because I mentioned the game! (http://tasvideos.org/2001M.html) Thanks to feos and MESHUGGAH for taking up runs of Duck Tales 2 because of my old signature! Thanks also to Samsara for finishing a Treasure Master run. From the submission comments:
Shoutouts and thanks to mklip2001 for arguably being the nicest and most supportive person on the forums.
Editor, Expert player (2073)
Joined: 6/15/2005
Posts: 3282
mklip2001
He/Him
Editor
Joined: 6/23/2009
Posts: 2227
Location: Georgia, USA
Thank you, FractalFusion! STAGE-BY-STAGE NOTES ON THE RUN In Gutsman's stage, things could have been a little more entertaining on the moving platforms. I'm a little surprised you killed all the miners... I thought it was faster to jump through them and take damage. The boss fight looked quite good. Cutsman's stage looked good. I like seeing that boss battle fought without any lag! In Elecman's stage, I have a couple concerns. First, you pause with the menu to get past an electric beam earlier... that seems like the use of a glitch, which isn't part of the category. Second, after you got the Magnet Beam, does it use more energy when you make longer platforms? If you could save energy with shorter platforms in the long horizontal room skip, then you could avoid running out of ammo in the last vertical climb to the boss. No comments about Iceman's stage. With Fireman's stages, you have some great shortcuts with the frozen pillars. However, you also collect bonus pellets from some enemies, which loses you a little bit of time at the end of the level. With Bombman's stage, good weapon usage at the end to stop the Sniper Joe and the enemy in the vertical shaft. Wily 1 was good, though the Yellow Devil fight takes a while. I'm fine with your choice to avoid the glitch to repeat damage, but it seems a little inconsistent for you to avoid that glitch while still using the pause glitch to pass through an electric beam in Elec Man's stage. In Wily 2, I know you can't avoid score pellets when you destroy the Suzies with the shield from Fire Storm. That's an unavoidable delay. In the boss fight, why do you start with the Elec Beam? For Wily 3, I would have liked to see you collect fewer score pellets from the first few enemies... I don't know if you can do much about that. The boss fight seems fine. Does no other weapon, except for Gutsman's power, do extra damage to the boss? With Wily 4, nice job with how you ended the Bombman refight. Gutsman felt slow, but there's not much you can do about that. The last Wily fights were cool, and I was glad to see you didn't have to pick up any weapon refills at all! OVERALL THOUGHTS I think this is pretty much exactly what I wanted from a glitchless run. There's a little more room for entertainment, but I think the run is still pretty fun. I would say this is nearly as entertaining as some of the NES Mega Man runs we have with lighter use of glitching, like the Mega Man 6 run. I'll vote Yes on this. Nice job!
Used to be a frequent submissions commenter. My new computer has had some issues running emulators, so I've been here more sporadically. Still haven't gotten around to actually TASing yet... I was going to improve Kid Dracula for GB. It seems I was beaten to it, though, with a recent awesome run by Hetfield90 and StarvinStruthers. (http://tasvideos.org/2928M.html.) Thanks to goofydylan8 for running Gargoyle's Quest 2 because I mentioned the game! (http://tasvideos.org/2001M.html) Thanks to feos and MESHUGGAH for taking up runs of Duck Tales 2 because of my old signature! Thanks also to Samsara for finishing a Treasure Master run. From the submission comments:
Shoutouts and thanks to mklip2001 for arguably being the nicest and most supportive person on the forums.
Skilled player (1741)
Joined: 9/17/2009
Posts: 4981
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
scrimpeh wrote:
Can we get an encode on this submission? Category aside, why does this run need to be on Complete Works?
Has this been answered somewhere yet? Also maybe because the other runs use zipping, or have a faster pacing, but this was kinda...dull. Just my thoughts, but I'm going to vote no.
Player (91)
Joined: 11/13/2014
Posts: 35
mklip2001 wrote:
Thank you, FractalFusion! STAGE-BY-STAGE NOTES ON THE RUN In Gutsman's stage, things could have been a little more entertaining on the moving platforms. I'm a little surprised you killed all the miners... I thought it was faster to jump through them and take damage. The boss fight looked quite good. Cutsman's stage looked good. I like seeing that boss battle fought without any lag! In Elecman's stage, I have a couple concerns. First, you pause with the menu to get past an electric beam earlier... that seems like the use of a glitch, which isn't part of the category. Second, after you got the Magnet Beam, does it use more energy when you make longer platforms? If you could save energy with shorter platforms in the long horizontal room skip, then you could avoid running out of ammo in the last vertical climb to the boss. No comments about Iceman's stage. With Fireman's stages, you have some great shortcuts with the frozen pillars. However, you also collect bonus pellets from some enemies, which loses you a little bit of time at the end of the level. With Bombman's stage, good weapon usage at the end to stop the Sniper Joe and the enemy in the vertical shaft. Wily 1 was good, though the Yellow Devil fight takes a while. I'm fine with your choice to avoid the glitch to repeat damage, but it seems a little inconsistent for you to avoid that glitch while still using the pause glitch to pass through an electric beam in Elec Man's stage. In Wily 2, I know you can't avoid score pellets when you destroy the Suzies with the shield from Fire Storm. That's an unavoidable delay. In the boss fight, why do you start with the Elec Beam? For Wily 3, I would have liked to see you collect fewer score pellets from the first few enemies... I don't know if you can do much about that. The boss fight seems fine. Does no other weapon, except for Gutsman's power, do extra damage to the boss? With Wily 4, nice job with how you ended the Bombman refight. Gutsman felt slow, but there's not much you can do about that. The last Wily fights were cool, and I was glad to see you didn't have to pick up any weapon refills at all! OVERALL THOUGHTS I think this is pretty much exactly what I wanted from a glitchless run. There's a little more room for entertainment, but I think the run is still pretty fun. I would say this is nearly as entertaining as some of the NES Mega Man runs we have with lighter use of glitching, like the Mega Man 6 run. I'll vote Yes on this. Nice job!
I couldn't jump over the enemies in Gutsman's level without getting hit and it was faster to kill them. In Elecman's stage, I should've just got past the electric beam without using the pause trick. For avoiding the bonus pellets some of them were impossible to avoid. In wily 2 I started with Elecman's weapon in the boss fight because I thought it was faster. I didn't think about trying out another weapon. Elecman's weapon looked like it travels faster. There were no other weapons that did more damage to the boss fight in wily 3.
Editor, Skilled player (1439)
Joined: 3/31/2010
Posts: 2108
Finally got around to watching the encode (Thanks, FractalFusion!) Of all the alternate goal runs for Rockman we've seen before, this one is by far the most entertaining. The execution is on point and very smooth, with no obvious mistakes. It's also quite refreshing to see the game how it "should" be played, rather than what TASers made of it. My only question is whether it is possible to not have enemies drop items in the boss corridor so you don't have to jump over them. It's a shame the PSX version cuts the sound quality so bad (at least I presume that's the game and not the encode), but the weapon switch makes up for it. I also really appreciate that the PSX version eliminated the copious amounts of lag that plagued the first Mega Man. So, all in all, I really did like the run. If we want to publish an "alternate goals" run for Rockman, it should be this one. A RCW run has also been published before (by the same author, no less), so this shouldn't be a problem either. I'm voting yes.
Joined: 3/9/2009
Posts: 530
If it uses a glitch, then it can't be published as glitchless. And if it's just published as a regular run, then it's obviously suboptimal. Maybe if the glitch used couldn't also be used elsewhere, but the pause tricks are very easy to pull off and well-known, so using it in just one place is bizarre either way.
Player (91)
Joined: 11/13/2014
Posts: 35
scrimpeh wrote:
Finally got around to watching the encode (Thanks, FractalFusion!) Of all the alternate goal runs for Rockman we've seen before, this one is by far the most entertaining. The execution is on point and very smooth, with no obvious mistakes. It's also quite refreshing to see the game how it "should" be played, rather than what TASers made of it. My only question is whether it is possible to not have enemies drop items in the boss corridor so you don't have to jump over them. It's a shame the PSX version cuts the sound quality so bad (at least I presume that's the game and not the encode), but the weapon switch makes up for it. I also really appreciate that the PSX version eliminated the copious amounts of lag that plagued the first Mega Man. So, all in all, I really did like the run. If we want to publish an "alternate goals" run for Rockman, it should be this one. A RCW run has also been published before (by the same author, no less), so this shouldn't be a problem either. I'm voting yes.
Thanks. I'm glad you like the movie. I agree with you about putting the movie in a different subcategory like "no zips" or something like that.
Editor, Expert player (2098)
Joined: 8/25/2013
Posts: 1200
So, uh, what's the point of TASing this version if it's nearly identical to the original? It's a fine enough TAS, but it's completely pointless. No vote.
effort on the first draft means less effort on any draft thereafter - some loser
TASVideosGrue
They/Them
Joined: 10/1/2008
Posts: 2785
Location: The dark corners of the TASVideos server
om, nom, nom... juicy!
mklip2001
He/Him
Editor
Joined: 6/23/2009
Posts: 2227
Location: Georgia, USA
With all due respect, Nach, I do not agree with your comments about abuse of the Magnet Beam. It is used quite frequently, but its uses only generally cut out gameplay people wouldn't want to see anyway, like waiting for blocks to appear or for moving platforms to get in place. A regular console runner would use the beam in similar places. My views are a lot like what scrimpeh said. This was a breath of fresh air compared to the very glitchy runs that break whole stages, cheapen bosses, and don't resemble normal play anymore. (This game does have the most broken TASes out of the entire NES Mega Man series, since even Mega Man 2 doesn't let you skip whole stages.) I would like to see a run that avoids the Magnet Beam, but I don't know if I buy the logic that says this run is an arbitrary category.
Used to be a frequent submissions commenter. My new computer has had some issues running emulators, so I've been here more sporadically. Still haven't gotten around to actually TASing yet... I was going to improve Kid Dracula for GB. It seems I was beaten to it, though, with a recent awesome run by Hetfield90 and StarvinStruthers. (http://tasvideos.org/2928M.html.) Thanks to goofydylan8 for running Gargoyle's Quest 2 because I mentioned the game! (http://tasvideos.org/2001M.html) Thanks to feos and MESHUGGAH for taking up runs of Duck Tales 2 because of my old signature! Thanks also to Samsara for finishing a Treasure Master run. From the submission comments:
Shoutouts and thanks to mklip2001 for arguably being the nicest and most supportive person on the forums.
Emulator Coder
Joined: 3/9/2004
Posts: 4588
Location: In his lab studying psychology to find new ways to torture TASers and forumers
It's arbitrary that it uses some glitches but not others, and that is does some things with the magnet beam but not others. It certainly isn't glitchless.
Warning: Opinions expressed by Nach or others in this post do not necessarily reflect the views, opinions, or position of Nach himself on the matter(s) being discussed therein.
mklip2001
He/Him
Editor
Joined: 6/23/2009
Posts: 2227
Location: Georgia, USA
Isn't the only glitch that one use of pausing in the Elec Man stage? I think the use of small magnet beam shots to help climb ladders is also an intentional feature. I don't recall seeing any other glitches being used... I'm pretty sure all the magnet beam usage I saw was what the game intended.
Used to be a frequent submissions commenter. My new computer has had some issues running emulators, so I've been here more sporadically. Still haven't gotten around to actually TASing yet... I was going to improve Kid Dracula for GB. It seems I was beaten to it, though, with a recent awesome run by Hetfield90 and StarvinStruthers. (http://tasvideos.org/2928M.html.) Thanks to goofydylan8 for running Gargoyle's Quest 2 because I mentioned the game! (http://tasvideos.org/2001M.html) Thanks to feos and MESHUGGAH for taking up runs of Duck Tales 2 because of my old signature! Thanks also to Samsara for finishing a Treasure Master run. From the submission comments:
Shoutouts and thanks to mklip2001 for arguably being the nicest and most supportive person on the forums.
Emulator Coder
Joined: 3/9/2004
Posts: 4588
Location: In his lab studying psychology to find new ways to torture TASers and forumers
Even if it uses a glitch just once, it already breaks its own rules. Being pushed out of walls you're stuck in is also an intentional feature. It's also not like the game makes any effort to prevent you from placing beams near the ceiling, or the player creating and standing on one.
Warning: Opinions expressed by Nach or others in this post do not necessarily reflect the views, opinions, or position of Nach himself on the matter(s) being discussed therein.
ALAKTORN
He/Him
Former player
Joined: 10/19/2009
Posts: 2527
Location: Italy
Nach wrote:
Being pushed out of walls you're stuck in is also an intentional feature. It's also not like the game makes any effort to prevent you from placing beams near the ceiling, or the player creating and standing on one.
Glitches are determined by common sense, don’t try to use that defense as it’s stupid. Just saying, no idea what’s being argued in here.
Noxxa
They/Them
Moderator, Expert player (4124)
Joined: 8/14/2009
Posts: 4090
Location: The Netherlands
Nach wrote:
It's also not like the game makes any effort to prevent you from placing beams near the ceiling, or the player creating and standing on one.
It does, there's just a 1 pixel oversight where you can stand on the beam and still be considered inside the ceiling (hence zip). If a Magnet Beam is actually too close to the ceiling it's impossible to stand on it.
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.
Emulator Coder
Joined: 3/9/2004
Posts: 4588
Location: In his lab studying psychology to find new ways to torture TASers and forumers
I stand corrected then. So the game does try but fail to allow one to stand on it at times.
Warning: Opinions expressed by Nach or others in this post do not necessarily reflect the views, opinions, or position of Nach himself on the matter(s) being discussed therein.
Noxxa
They/Them
Moderator, Expert player (4124)
Joined: 8/14/2009
Posts: 4090
Location: The Netherlands
Nach wrote:
I stand corrected then. So the game does try but fail to allow one to stand on it at times.
The Magnet Beam placement requires to be pixel perfect on the Y-axis to be able to stand on it and zip with it. It's actually really hard to pull off non-TAS, which just makes it all the more clear that it is an unintentional glitch and they didn't account for it. That said, what else is there categorized as glitch and used in this run (or not a glitch and not used in this run)? Just the pause trick in Elec Man's stage?
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.
Editor, Expert player (2073)
Joined: 6/15/2005
Posts: 3282
I had a look at the TAS. I definitely like the idea of a "glitchless" run of some kind but I agree that the pause abuse in Elec Man's stage (and I think elsewhere) was a problem. I didn't even notice the first time because I was so used to former Mega Man TASes opening the menu all the time. It appears that, even though there is a weapon switch button in the PSX version, you can't use this button to switch to Magnet Beam. Which means that, unfortunately, in a run that doesn't use glitches or pause tricks, pausing is required anyway. Of course, one could just have conditions on pausing, such as never pausing when Mega Man is in damage state, or in any boss battle. While using the PSX version allows for weapon switching without going to the menu, I feel that this TAS never really took advantage of it enough. (Compare to TASes of other Mega Man games which have a weapon-switching button.) There were plenty of opportunities to show off this feature but it was never used much anyway; it doesn't help that MM1 without glitches seems rather dull compared to any other console Mega Man game (even if their glitches were never used either). That's just my feeling.
Post subject: HD remastered
Active player (265)
Joined: 6/17/2022
Posts: 29
1080p(60p) Link to video
Megaman TAS Mania,still learning english