Post subject: Mega Man Xtreme
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I think that Mega Man Xtreme is a good game to run, even though it is overshadowed by the SNES Mega Man X games. What do you think? I completed three stages, but don't expect perfect since I am not so familiar with this game. This is my second runthrough of easy mode. http://dehacked.2y.net/microstorage.php/info/1001/Mega%20Man%20Xtreme.vbm There are many strange glitches in the game, but I'll leave you to figure it out from watching. Tell me if there are any glitches I missed or haven't thought of.
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Yay, I hope you finish all the modes. It's just so cute seeing the small sprites.
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This was my first X game actually, so I've been waiting for a TAS of it. I do have one question though, why'd you change the control scheme? Oh, and like it's SNES counterpart, dashing then jumping is faster than just dashing, CtrlAltDestroy and I figured this out, then again, I never did test this fully. There are a couple parts where you dashed when you could've done the dashjump. Why'd you get the charge shot upgrade? It's been a while since I played so I forget if it allowed you to charge your weapon or not (I also forget if it said that in game, I never really did pay attention to the cutscenes.), I don't know if charged specials allows you to kill the boss faster or not. I'm guessing you just collected the helmet upgrade for the the charge upgrade, since you skipped getting the armor upgrade. I don't know if hadoken is worth it, the hadoken does 1 hit KO the cannons on the 2nd Sigma stage boss, other than that, not a whole lot of useage, probably be better off skipping it due to the amount of frames it takes to get to it. Other than that, better than when I attempted it, but that's because I tried to avoid getting damaged, so good job so far. Sorry for all the questions, when I started typing this all I had to ask was the control scheme question.
Attempting:Snoopy - Magic Show (GB)
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I haven't worked on this run for a long time.
ZeroSeven wrote:
I do have one question though, why'd you change the control scheme?
I changed the control scheme simply because I like the single-button dash better. Right-right loses a frame and down-jump does not allow dash jumping at the end of the dash.
ZeroSeven wrote:
Why'd you get the charge shot upgrade? It's been a while since I played so I forget if it allowed you to charge your weapon or not (I also forget if it said that in game, I never really did pay attention to the cutscenes.), I don't know if charged specials allows you to kill the boss faster or not.
I am quite inexperienced with this game so I am getting upgrades to see if they save time. If I roll over to hard mode, I would like to see whether getting Zero Final would speed up bosses. For the X-Buster Upgrade, it saves some time on the bosses (spider boss especially).
ZeroSeven wrote:
I don't know if hadoken is worth it, the hadoken does 1 hit KO the cannons on the 2nd Sigma stage boss, other than that, not a whole lot of useage, probably be better off skipping it due to the amount of frames it takes to get to it.
The makers of this game messed up the shotokan. Back in SNES, hadoken/shoryuken would be a one-hit kill on most bosses. Here, you have to charge to the third level just to do 4 damage. Of course I'm not getting it.
ZeroSeven wrote:
Other than that, better than when I attempted it, but that's because I tried to avoid getting damaged, so good job so far.
In this game, X has very short recoil. It's so short that X actually recovers from a spot higher than where he was hit, even without grabbing a wall. The armor reduces the recoil even more, but I don't think it is worth getting the armor.
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Intro stage done: http://dehacked.2y.net/microstorage.php/info/782019881/Mega%20Man%20Xtreme%20the%20basic.vbm Reasons why I started from savestate+reset: - I want to use Extreme Mode. In Extreme Mode, you face 8 mavericks and the fortress. In Normal and Hard, you face 4 mavericks and the fortress. There is no point playing through Normal, Hard, or Normal+Hard. - Extreme Mode can only be unlocked from SRAM by beating Hard, which in turn can only be unlocked by beating Normal. - Start from SRAM is not available in VBA. I found out a way to dash continuously on the ground without losing any time, by pressing start, down+A, and/or right+right so that the dash action occurs on the frame where X would otherwise stop dashing. Planned route: Storm Eagle, Flame Stag, Spark Mandrill, Morph Moth, Magna Centipede, Chill Penguin, Armored Armadillo, Wheel Gator. Planned upgrades: Head part, Wall-Dash (forced), X-Buster upgrade, Zero Final.
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Having played through the Xtreme games now, I completely agree with you on starting with Extreme Mode. What's the point of seeing every level done 2 or 3 times over in one run? The "challenge" of not having a full arsenal in Normal Mode? The only snag is that in the sequel Xtreme 2, playing only one mission means you miss an entire level, but then that could be considered a part of the "tactics" of Extreme Mode, the deciding of which level is faster.
FractalFusion wrote:
Start from SRAM is not available in VBA.
Really? Why is that? It only works for Game Boy Advance or something? I honestly didn't notice any restrictions on recording from reset until now.
FractalFusion wrote:
Planned route: Storm Eagle, Flame Stag, Spark Mandrill, Morph Moth, Magna Centipede, Chill Penguin, Armored Armadillo, Wheel Gator.
Hmm, why did you move Chill Penguin out of weakness order? Is there something in Spark Mandrill's, Morph Moth's, or Magna Centipede's stages you could use there that would make up for not having wall-dash-jump in those three stages and Shotgun Ice for Spark Mandrill? I can see that you could push Armored Armadillo back without messing up the weakness order because Morph Moth is weaker to Speed Burner anyway, but have you considered whether the invincibility a charged-up Rolling Shield provides would be useful in the other stages?
FractalFusion wrote:
Planned upgrades: Head part, Wall-Dash (forced), X-Buster upgrade, Zero Final.
Well, I guess I'm okay with you getting the Helmet since it does get you two other upgrades. Just as long as you're sure that Zero Final and the charged-up special weapons would save that much time over simply spamming the bosses with regular weapons at the normal rate...
FractalFusion wrote:
Intro stage done
Did you check whether you could save a little time on those giant bees by making the first shot a charged shot? I know you can stay charged up while taking damage; you just have to be careful not to release the fire button during your damage animation, or you'll lose the charge without firing. And I take it Vava isn't affected by your shots for the first couple of seconds or something, yeah?
put yourself in my rocketpack if that poochie is one outrageous dude
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FractalFusion wrote:
Head part
Don't hold back! Crush them all! :D
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Mega Man Xtreme 1/2 are just too similar to Mega Man X1/X2/X3. However, although all Mega Man/Mega Man X/ Mega Man Zero/etc games are basically the same, they have been well accepted.
<klmz> it reminds me of that people used to keep quoting adelikat's IRC statements in the old good days <adelikat> no doubt <adelikat> klmz, they still do
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More relevantly, we have TASes of some of the Gameboy Mega Man games, which cover basically the same niche as the Mega Man Xtreme games do -- just for the original series instead of the X series.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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Mega Man Xtreme 2 may be more worthwhile because only about half the levels are direct copies of the SNES versions, but it also has a lot more possible strategies to consider. Xtreme 1 should still be fun to watch because of the way it mixes up the levels of two games and adds a few new powers and mini-bosses. I just had another thought about FractalFusion's plan: Charging up special weapons would be useful for bosses like Bospider that can't be hit for long periods of time. You'd do more damage before having to wait again. So now I'm starting to think the X-Buster upgrade is worth the time.
put yourself in my rocketpack if that poochie is one outrageous dude
arflech
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Shouldn't this be moved to "GBA Games"?
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IST
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No. Megaman Zero was the GBA series. Megaman Xtreme is a two game series for the Gameboy Color(Well, I know the sequel is a GBC game, as I own it, but I dunno if the original works with older Gameboys or not) that is basically a remixed version of the first three MMX games, taking levels from each, altering them somewhat, and adding some additional stuff.
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You can play the first one on the original Game Boy, but it slows down a lot more, at least on VisualBoyAdvance.
put yourself in my rocketpack if that poochie is one outrageous dude
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Storm Eagle and Flame Stag done: http://dehacked.2y.net/microstorage.php/info/529899512/Mega%20Man%20Xtreme%20flame%20stag%20done.vbm I used a couple tricks that I knew a long time ago. If you are descending from a jump and reach the wall, you might land on the wall as if it were ground, which allows a double-jump, basically (may not work either; depends on pixel positioning). Unfortunately, you can't use this trick twice consecutively on the same wall. The other trick is to (when wall-jumping) press the jump button every 7 frames, which causes X to zip up the wall. Now the reason I plan on doing Spark Mandrill next is because Spark Mandrill's weakness is slow, and I would like to have X-Buster Upgrade and Zero Final for Chill Penguin. I'm very sure X-Buster Upgrade is worth the time spent for it, but for Zero Final, I'm getting it regardless, because I would like to show how cool Zero Final is. Consider it a speed/entertainment tradeoff. The RNG in this game is very hard to manipulate. It only changes when deciding a boss action or killed enemy drop. Chill Penguin, Wheel Gator, and Bospider will almost certainly do actions with long invincibility periods.
Bag of Magic Food wrote:
FractalFusion wrote:
Start from SRAM is not available in VBA.
Really? Why is that? It only works for Game Boy Advance or something? I honestly didn't notice any restrictions on recording from reset until now.
Three years ago, nitsuja said that he disabled start from SRAM for Game Boy/Color games because he couldn't get it to work. I've heard nothing on it since. And considering FCEUX (upgrade to FCEU) actually disabled starting from SRAM (and not because it didn't work), fixing this will never happen.
Bag of Magic Food wrote:
Did you check whether you could save a little time on those giant bees by making the first shot a charged shot? I know you can stay charged up while taking damage; you just have to be careful not to release the fire button during your damage animation, or you'll lose the charge without firing. And I take it Vava isn't affected by your shots for the first couple of seconds or something, yeah?
A charged shot does 2 damage, same as uncharged. :| Vile cannot be hit for the first couple of seconds.
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You mean an uncharged shot while dashing, right?
FractalFusion wrote:
but for Zero Final, I'm getting it regardless, because I would like to show how cool Zero Final is. Consider it a speed/entertainment tradeoff.
I'm not sure how "cool" is it to simply get a free hit on somebody, but if it doesn't turn out to save time, you could always make a new run that doesn't get it.
put yourself in my rocketpack if that poochie is one outrageous dude
IST
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Bag of Magic Food wrote:
You can play the first one on the original Game Boy, but it slows down a lot more, at least on VisualBoyAdvance.
o_O That's odd.
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Bag of Magic Food wrote:
You mean an uncharged shot while dashing, right?
Irrelevant. Uncharged shots do the same damage whether dashing or not.
Bag of Magic Food wrote:
I'm not sure how "cool" is it to simply get a free hit on somebody, but if it doesn't turn out to save time, you could always make a new run that doesn't get it.
I felt that it was a distinguishing part of Xtreme (as compared to SNES X games), and I would get it if it would reduce the number of invincible actions that a boss would do.
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FractalFusion wrote:
Irrelevant. Uncharged shots do the same damage whether dashing or not.
It seems to make a difference on certain enemies. I recommend you test it out.
put yourself in my rocketpack if that poochie is one outrageous dude
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Bag of Magic Food wrote:
FractalFusion wrote:
Irrelevant. Uncharged shots do the same damage whether dashing or not.
It seems to make a difference on certain enemies. I recommend you test it out.
Yes, I forgot. But it only works when dashing and shooting on the ground, not in the air. And it does not work on bosses.
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7 bosses done (up to Armadillo): http://dehacked.2y.net/microstorage.php/info/1158940575/Mega%20Man%20Xtreme%20FF%20armadillo%20done.vbm I think I could have done Spark Mandrill after Moth and Centipede, but anyway.
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I don't have much to say at this point; it looks nice. I got a laugh out of this quote in the MegaMan X topic:
hero of the day wrote:
also in the chill penguin stage, I was thinking of ways of getting the robot carrier armor up to where the heart tank is so that you wouldn't have to revisit the stage later on. It would be cool but I doubt its possible.
Considering that I can almost reach it in this game...
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this is game boy color or regular gameboy? my emulator just run in black white mode thats it?
Run..Run...Run.....
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It's equipped to run in both modes. In VisualBoyAdvance, go to Options->Gameboy to choose a different kind of Game Boy to emulate. The sequel is Color-only, however.
put yourself in my rocketpack if that poochie is one outrageous dude
arflech
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Oddly my emulator also defaulted to GB mode, and I had to switch to GBC for the movie file to work.
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http://tasvideos.org/userfiles/info/59213186188302258 http://tasvideos.org/userfiles/info/59260197308497447 Sync correctly up to centipede Here is a partial resync of the vba run in GBHawk. I wanted to work on this game since the encode has glitchy cutscenes and the run starts from a savestate. one of the side effects of this is that start is not enabled as dash by default, you have to enable it in the menues which costs several seconds. For completeness, here is verification movie that gets up to Xtreme mode for the purposes of creating SRAM. http://tasvideos.org/userfiles/info/59200698609300308 I did it by hand with only a few rerecords so it's quite long and basically a normal play through, but for the sake of cleaning up the old run starting from savestate it felt worth it to make. Over time I will clean this up but if anyone else wants to work on this feel free. This should be a good starting point and make the game much more accessible to TAS in a modern environment.