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We are not very good at writing about our TAS, but we are good at talking about it! Here's a commentated version of the run discussing how we made this happen:

Game objectives

  • Emulator used: FCEUX 2.06.06
  • Beat the Game
  • Glitchless
  • Be cool and stuff

Featuring

  • RNG Minip
  • Damage Abuse
  • Lots of Magnet Beam
  • Yellow Devil


TASVideoAgent
They/Them
Moderator
Joined: 8/3/2004
Posts: 15804
Location: 127.0.0.1
Noxxa
They/Them
Moderator, Expert player (4141)
Joined: 8/14/2009
Posts: 4095
Location: The Netherlands
I like the concept of this run. I remember Bisqwit wanted to create one way back in the day, but had some issues defining exactly what counted as a glitch and what not. Watching this run, it feels like it lacks polish in a few areas. • While autofiring against the Picket Men in Guts Man's stage, you miss shots and fire more than necessary, resulting in some lag frames. • You also often don't jump off ledges instead of falling off them. Mega Man's air speed is very marginally slower than walking speed in this game, but this very often saves time. Some standout timestamps (uncommentated version) are 1:02-1:12, 3:28, 9:56 (use Magnet Beam to get a larger drop here), 14:25. It looks like you start utilizing it later in the run, but there are still some missed opportunities. • For the same air speed reason, jumps should be as low as possible. Minimize unnecessary jumps. • Guts Man's first fight is somewhat slow - he stops blinking after being hit several times. This is excusable once at the start because of the stage layout, but once you are on the ground level you should never have to wait to fire a shot. The trick here is to luck-manipulate him into jumping backwards instead of forwards. That way you also don't put yourself in a bad position to grab the end-level item. You could probably save a few seconds here. • When jumping toward a ladder (2:15), start climbing as soon as climb speed surpasses your jump speed, instead of waiting until the jump apex. This loses a few frames. • When you fall down a magnet beam, you drop at terminal velocity. It's arguable whether or not this counts as a glitch - if yes, then it shouldn't be shown in the run, but if no, then there are a lot of opportunities you could abuse it to get down vertical sections faster. I like this run, and can clearly see you put good effort into it. But I think it could do well with a second pass that cleans up these small mistakes.
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.
Active player (322)
Joined: 6/17/2022
Posts: 34
Hello and welcome,Yoshikiller109&Evllnk2565 The run is pretty slower than this(around 23 second): https://www.bilibili.com/video/BV13G411X7gu/?spm_id_from=333.1007.top_right_bar_window_history.content.click&vd_source=16c97e18609940ce72d85283806a6cf4 I had to say something: -Should be avoid those bouns ball,to avoid unnecessary frame slowdown(each stage). -Should not take unnecessary damage(not all) at each stage -Need a lot of potential as Noxxa said. Quite a good effort,however it should make more and do a research.
Megaman TAS Mania,still learning english
Reviewer, Skilled player (1109)
Joined: 11/18/2011
Posts: 337
Location: Morocco
Not sure but I think Zipless run would be better than a Glitchless run. The Yellow Devil fight taking longer than usual feels off from TAS standpoint, but that is just my opinion.
I still learn more about English. https://www.youtube.com/user/McBobX100
I wrote:
Working is the best way to achieve goals in speedruning. Hardworking is a pain.
Active player (322)
Joined: 6/17/2022
Posts: 34
McBobX wrote:
Not sure but I think Zipless run would be better than a Glitchless run. The Yellow Devil fight taking longer than usual feels off from TAS standpoint, but that is just my opinion.
For me,I think this is difference (way or goal?).You can fight the Yellow Devil with pause under Zipless.In Glitchless perspective,You can't use any glitch(include pause),gotta fight the Yellow Devil patiently. I think this is not have to do with fast or not,maybe just different goal? Edit:Zipless and Glitchless,they are both a different goal I thought.
Megaman TAS Mania,still learning english
Player (80)
Joined: 7/7/2008
Posts: 874
Location: Utah
As others have said, I do like the idea of this run as I get tired of heavily glitched TASes from time to time. However, I did notice this run has some glaring optimization issues as well. I will refrain from saying if a "zipless" run would be better, but I think it would be worth starting over on this TAS and refining it even more to make it even more optimized.
Active player (328)
Joined: 3/15/2018
Posts: 240
Location: United States
Yeah, definitely some visible slop in this run, as the others have pointed out. You might even be able to glean some tricks from my Buster Only work. For example, look how I do the start of Fireman. No Rolling Cutter or damage boosts necessary. Link to video
NemoRuby wrote:
The run is pretty slower this(around 23 second): https://www.bilibili.com/video/BV13G411X7gu/?spm_id_from=333.1007.top_right_bar_window_history.content.click&vd_source=16c97e18609940ce72d85283806a6cf4
Maybe this guy wants to submit? Or we could all work together? 👉👈👉👈
McBobX wrote:
The Yellow Devil fight taking longer than usual feels off from TAS standpoint, but that is just my opinion.
That's the part I wanted to see most! Actually, there's no way you can get two shots per cycle, right? Like if you fire the first Thunder Beam really early? If not, I almost wonder if Buster could be more productive there.
Reviewer, Skilled player (1109)
Joined: 11/18/2011
Posts: 337
Location: Morocco
warmCabin wrote:
That's the part I wanted to see most! Actually, there's no way you can get two shots per cycle, right? Like if you fire the first Thunder Beam really early? If not, I almost wonder if Buster could be more productive there.
I never saw anyone getting two shots per cycle. Usually an Elec Beam would deal 4 damage, so it would be effective to use buster if we can deal 5+ damage. 5 damage will reduce number of cycles by 1. 6 damage would reduce it by 2. So it is promising to use buster.
I still learn more about English. https://www.youtube.com/user/McBobX100
I wrote:
Working is the best way to achieve goals in speedruning. Hardworking is a pain.
Active player (328)
Joined: 3/15/2018
Posts: 240
Location: United States
Huh... Yellow Devil's i-frames don't work that way. He really is invincible until the next cycle. You can spam Buster all you want, he'll only take one hit. However, you can reset the i-frames with start instead of select. Is that a glitch? Porbably. But what if I genuinely want to switch weapons? Link to video
Active player (322)
Joined: 6/17/2022
Posts: 34
warmCabin wrote:
Maybe this guy wants to submit? Or we could all work together? 👉👈👉👈
I've been asked.Perhaps he wanna do.U can send a request to him if you are interested.
Megaman TAS Mania,still learning english

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