Surprise! It's a new Rockman TAS time. This movie is 10.2667 seconds faster than the published movie. How did this happen? I won't spoil you. Watch the movie. You'll definitely know it when you see (and hear!) it. Hint: Wily2.

Attributes

  • Aims for fastest time
  • Abuses programming errors
  • Manipulates luck (for refills and for random involuntary movements)
  • Uses death as a shortcut
  • Utilizes a robot player (refills, Wily3 boss, Wily4 boss, death, seizures)
  • Utilizes frame counter, frame advance, RAM watch, subpixel positions etc.

Contributors

AngerFist, Morimoto, Vatchern, Hanzou, Blechy, 4matsy, Feitclub, Truncated, Spider-Waffle, Boco and others.

Bisqwit's comments

You will never know when a TAS is "final". Especially not with this game. I don't honestly expect Rockman 1 ever to be completed in less than 10 minutes, but with these advances, you can never be 100% certain of the final limit.
Naturally, the page Rockman Tricks, which has the purpose of explaining every trick and glitch known in NES Rockman games, is becoming rather outdated. It does contain the foundation of Rockman glitching, but the applications surprise us, and are hard to describe.
The first six stages of this movie are identical to the previous movie. The first changed stage is Wily 1 (collected 1 refill less there).
In this submission, I list finalfighter as a co-author, because he is basically the architect of this submission. His contribution in this movie outweighs anyone else's, only equal to perhaps mine. The movie retains certain portions played by AngerFist (described in the previous submission), and I thank him for that.
Ps: I'm finally ready to state that this game has been broken.

FinalFighter's comments

This newly discovered technique is very interesting, especially in that it makes it possible to cross walls in various places.
Because it also causes the game sound to shift, people who are interested of glitches should definitely try it.
This technique was found two years ago, but because Megaman died when the technique was used, it was judged unusable by me, Bisqwit and Morimoto.
It was very fortunate that an insight struck me to try the technique once more before throwing it completely away, for it enabled yet another kind of Megaman 1 TAS to exist.
Many people ask me how to discover new techniques.
  • Continuously use slow playing speed.
  • Test known techniques, and remember them.
  • Love the software.
These things are vital in my opinion.
I am thankful to people who make the TAS-movies when I find new techniques, despite the tough work involved in it.
Thanks to Bisqwit for creating the computer program for optimizing this new idea. Your programming ability amazes me once again.
PS: Please enjoy this new TAS!
(FF's comments translated by Bisqwit)

Truncated: Accepting as an improvement to the previous Mega Man movie.

1 2
5 6 7
Joined: 11/16/2006
Posts: 75
Location: Michigan
Hahaha, you glitched the music in Wily2! Good stuff.
Signature under contruction, still.
Joined: 10/31/2005
Posts: 329
Location: The Netherlands
"How on Earth do you come to the conclusion that voting no on a submission has anything to do with the previous submission?" I'm just wondering what happens if there's the most awesome submission published, then a new submission comes which is much less awesome and slower and such, but the movie is liked (and thus yes should be voted and gets most of the votes).
Banned User
Joined: 3/10/2004
Posts: 7698
Location: Finland
Wouter Jansen wrote:
I'm just wondering what happens if there's the most awesome submission published, then a new submission comes which is much less awesome and slower and such, but the movie is liked (and thus yes should be voted and gets most of the votes).
I think people always compare it to the previous submission. There have been actual cases of someone submitting a slower movie (but with all the same goals, without nothing innovative), perhaps by misunderstanding or error, and voters have dismissed it. But anyways, I think that Bisqwit, as the owner of the site, has a kind-of veto right, and thus the ultimate decision. I don't know if he has ever used it, though... :P
Joined: 5/2/2006
Posts: 1020
Location: Boulder, CO
I dont get why the japanese rom was used for this game. I can tell it didnt actually matter because it didnt desync using the USA rom, but I dont understand why they would choose to use anything else. Doesnt this violate some of the guidlines for rom selection?
Has never colored a dinosaur.
Active player (277)
Joined: 5/29/2004
Posts: 5712
because the title screen has a cute picture and a chirpy noise
put yourself in my rocketpack if that poochie is one outrageous dude
Joined: 11/17/2005
Posts: 278
Location: Massachusetts, USA
hero of the day wrote:
I think anything that contradicts what a normal mega man player would have done back when the game was made should be avoided. Pausing to cause extra damage to bosses is a trick that was unintended by the developers and most players would not have ever figured it out on their own. Since one can argue there is a difference between a glitch and a trick, it should be a run that does not use anything resembling a trick or a glitch.
Back in the day I discovered the pause glitch on my own and I abused it in every single session. It was a very well known glitch even without the Internet. I think most players actually did abuse this glitch. (And how do you know that the developers didn't choose to leave it in?) What isn't normal however is zipping through walls via pixel-perfect magnet beams and calculated memory corruption. My view is that if something can only be done on an emulator, like wobbling in LttP or something similar, then those things should be avoided for a clean run. In other words, Vanish+Doom, certain Super Metroid sequence breakers, and this pause trick are all valid because they're strategies used by console players.
Active player, Editor (296)
Joined: 3/8/2004
Posts: 7468
Location: Arzareth
Twelvepack wrote:
I dont get why the japanese rom was used for this game.
Whim. Since there are no timing-affecting differences, either version can be chosen freely.
Post subject: Re: Glitch?
Active player (277)
Joined: 5/29/2004
Posts: 5712
Catastrophe wrote:
What isn't normal however is zipping through walls via pixel-perfect magnet beams and calculated memory corruption.
What if you use a ladder to make it easier?
put yourself in my rocketpack if that poochie is one outrageous dude
Active player (432)
Joined: 4/21/2004
Posts: 3516
Location: Stockholm, Sweden
Bisqwit wrote:
Twelvepack wrote:
I dont get why the japanese rom was used for this game.
Whim. Since there are no timing-affecting differences, either version can be chosen freely.
Your audience are English speaking crowd or 99% of them arent from J (=Japan), therefore, I'd have picked the U version.
Nitrogenesis wrote:
Guys I come from the DidyKnogRacist communite, and you are all wrong, tihs is the run of the mileniun and everyone who says otherwise dosnt know any bater! I found this run vary ease to masturbate too!!!! Don't fuck with me, I know this game so that mean I'm always right!StupedfackincommunityTASVideoz!!!!!!
Arc wrote:
I enjoyed this movie in which hands firmly gripping a shaft lead to balls deep in multiple holes.
natt wrote:
I don't want to get involved in this discussion, but as a point of fact C# is literally the first goddamn thing on that fucking page you linked did you even fucking read it
Cooljay wrote:
Mayor Haggar and Cody are such nice people for the community. Metro City's hospitals reached an all time new record of incoming patients due to their great efforts :P
Active player, Editor (296)
Joined: 3/8/2004
Posts: 7468
Location: Arzareth
AngerFist wrote:
Your audience are English speaking crowd or 99% of them arent from J (=Japan), therefore, I'd have picked the U version.
The only "English" text the USA version introduces that the Japanese version doesn't, is the copyright copyright all rights reserved licensed by nintendo of america crap. I couldn't care less.
Editor, Experienced player, Reviewer (967)
Joined: 4/17/2004
Posts: 3107
Location: Sweden
AngerFist: Actually, the audience is about 25% japanese. Or at least was in April, 2005. It has of course changed since then but it's probably still a good portion. I still agree that using the (U) ROMs when one is available should be the standard choice. But in this case it doesn't make any difference other than the intro screen.
Active player, Editor (296)
Joined: 3/8/2004
Posts: 7468
Location: Arzareth
Truncated wrote:
AngerFist: Actually, the audience is about 25% japanese. Or at least was in April, 2005.
It has changed a bit though.
Editor, Experienced player, Reviewer (967)
Joined: 4/17/2004
Posts: 3107
Location: Sweden
Nice info, thank you. That picture should probably be moved to the Traffic Statistics topic though. Not to be picky, but it would be easier to read if the countries had the same colors in both graphs. ;)
Joined: 7/28/2005
Posts: 339
I thought what you did in Wily3 was awesome. :P
JXQ
Experienced player (749)
Joined: 5/6/2005
Posts: 3132
What is unresolved/unknown in the first graph? This color is replaced by United States in the second graph, any correlation? Also, BISQUIX SIG VIOLATES FORUM RULEZ
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
Active player, Editor (296)
Joined: 3/8/2004
Posts: 7468
Location: Arzareth
JXQ wrote:
What is unresolved/unknown in the first graph?
Those IP addresses for which a DNS query returns nothing. The colours in the graphs are determined solely by the order of percentage. In the righthand side image it's probably included in the "other".
JXQ wrote:
Also, BISQUIX SIG VIOLATES FORUM RULEZ
How so?
JXQ
Experienced player (749)
Joined: 5/6/2005
Posts: 3132
Len("The pig go. Go is to the fountain. The pig put foot. Grunt. Foot in what? ketchup. The dove fly. Fly is in sky. The dove drop something. The something on the pig. The pig disgusting. The pig rattle. Rattle with dove. The dove angry. The pig leave. The dove produce. Produce is chicken wing. With wing bark. No Quack.") = 306 Edit: Not that it's actually distracting or anything. I figured you just did a manual workaround the 255 limit since it's your site.
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
Active player, Editor (296)
Joined: 3/8/2004
Posts: 7468
Location: Arzareth
JXQ wrote:
Len("<sig>") = 306
So? I don't see a mention at http://tasvideos.org/ForumRules.html limiting the length of signature in characters. Edit: I'm surprised you discovered about the length. Yes, last four or so of my signatures have all been "manual workarounds" because of phpBB limitations.
Joined: 10/31/2005
Posts: 329
Location: The Netherlands
I guess Netherlands moved to the 'Others' category. I can't be the only Dutch person here :p
Player (36)
Joined: 9/11/2004
Posts: 2623
I noticed it too, but only because I had seen it recently on TheDailyWTF.com BTW, the length of the sig is a parameter you can set in the control panel. (fyi) It's not a built in limitation.
Build a man a fire, warm him for a day, Set a man on fire, warm him for the rest of his life.
Active player, Editor (296)
Joined: 3/8/2004
Posts: 7468
Location: Arzareth
OmnipotentEntity wrote:
(fyi) It's not a built in limitation.
Actually it was. The database field used to be VARCHAR(255). I have however extended it to a TEXT field.
XIF
Joined: 2/7/2006
Posts: 58
this may be bringing up old news, but I was proud of myself for thinking it up. if: john doesnt like the use of excessive glitches and: this movie uses excessive glitches then: john doesnt like this movie. (and therefore votes no) even arguing that its a protest not an honest vote, my perfect syllogism owns all arguments BWAHAHAHAHA!!! ... ... hi, i'm a lurker, i dont post much, but i download almost 3/4ths of the videos here. I do have a question about wily1, when you pull out elecman's weapon, it seems to lag caused by the shots you use... whats up with that?
<3 time attacks
Player (36)
Joined: 9/11/2004
Posts: 2623
Bisqwit wrote:
OmnipotentEntity wrote:
(fyi) It's not a built in limitation.
Actually it was. The database field used to be VARCHAR(255). I have however extended it to a TEXT field.
It's probably a difference in the version you had originally installed because the current version installs it as a text field.
{snip}
   user_from varchar(100),
   user_sig text,
   user_sig_bbcode_uid char(10),
{snip}
XIF wrote:
I do have a question about wily1, when you pull out elecman's weapon, it seems to lag caused by the shots you use... whats up with that?
It's graphically intensive, it throw out three large sprites every time it's used.
Build a man a fire, warm him for a day, Set a man on fire, warm him for the rest of his life.
JXQ
Experienced player (749)
Joined: 5/6/2005
Posts: 3132
XIF wrote:
I do have a question about wily1, when you pull out elecman's weapon, it seems to lag caused by the shots you use... whats up with that?
There's blocks in the way, and shooting them offscreen reduces lag. Common question. (I remember asking it myself once)
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
XIF
Joined: 2/7/2006
Posts: 58
perfect answer, thanks. I had always wondered but knew there had to be a good explanation so i never bothered but i was reminded just now. It just seems the elec beam is the problem when its really the solution. <_<
<3 time attacks
1 2
5 6 7