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Joined: 8/3/2005
Posts: 4
82-35-43 wrote:
You only have to play Armored Armadillo's stage 5 times. During the first 4 times, you can pick up the energy capsule at the end at any time, even with no items collected, no enhancements, no weapons, and less than full health. Only during the 5th time must you have all the items, enhancements, weapons, and full health. Even better. Play the stage only twice. The second time, grab the capsule kill X off, and get it again. Repeat. I even suspect there may be a way to play the stage only twice, not die, and get the hadoken, but I'm not testing it out until I'm done with my MMX2 run.
I've been checking it out, and you don't even have to get the energy capsule. It seems like you only have to see the area where the hadoken capsule would appear five times for it to show up. The number of times you've seen it is stored at the address 7E1F7E, and putting in the PAR code 7E1F7E04 will make it always show up (assuming you have all the upgrades). There doesn't seem to be any other way to increase the number, unfortunately. But still, playing it a few times over doesn't seem like it should take all that long.
Player (84)
Joined: 3/8/2005
Posts: 973
Location: Newfoundland, Canada
5-6 times? You only have to see it 4 times actually. plus you can die right in the pit before it after you see it, and it counts.
Former player
Joined: 8/1/2004
Posts: 2687
Location: Seattle, WA
5 times, including your first run through the level and the pick up time.
hi nitrodon streamline: cyn-chine
Emulator Coder, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
I've gotten work done on an improved version of my current minimalist run. I've already improved the intro stage by ~25 frames in various ways, and I'm not even done with it yet. There's already work started on the 100% run as well, but not by me. Here goes nothing.
Editor, Skilled player (1939)
Joined: 6/15/2005
Posts: 3247
DeHackEd wrote:
I've gotten work done on an improved version of my current minimalist run. I've already improved the intro stage by ~25 frames in various ways, and I'm not even done with it yet. There's already work started on the 100% run as well, but not by me. Here goes nothing.
I'm currently going for 100%. The test run I have right now is for 100%, but can apply to the minimalist run. The biggest issue here is how to deal with the hadoken capsule. Here's how I would do it: - First visit to A.A. stage. Don't get any items here. While riding mine carts, reduce health to 1 or 2. Trigger capsule encounter (#1). Suicide on a bird (or something). - Trigger capsule encounter (#2). Hold left and drop directly into the pit. - Trigger capsule encounter (#3). Fight armadillo. - Second visit to A.A. stage (with all items and upgrades in all other levels). Get the sub-tank. While riding mine carts, reduce health to 1 (not easy). Trigger capsule encounter (#4). Suicide on a bird. - Get the heart tank. Get the hadoken (#5). I also do Boomer Kuwanger's stage second (after Chill Penguin). The Boomerang Cutter is useful for grabbing items, and saves having to revisit Spark Mandrill's stage. However, I can't seem to grab the heart tank in Sting Chameleon's stage without defeating Launch Octopus. If it is possible to grab the heart tank with just the Boomerang Cutter, please let me know. Launch Octopus second is not an option. Here is the test run so far (up to Armadillo defeated). Note that this is a test run, so it's not an example of a good run. Also, I didn't exactly suicide on a bird. :| http://dehacked.2y.net/microstorage.php/info/183/Mega%20Man%20X%20%28V1.1%29%20%28U%29.smv
Emulator Coder, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
Impressive... Rough run issues aside, you seem to be missing the point of charging shots against bosses. Shoot the normal shot at maximum range, and use that air time to charge. It minimizes wasted invulnerability time against bosses while charging. It's worthless against Storm Eagle though. It seems to defy logic, but for the minecart, it's best to maximize airtime. Your dash-jump speed is greater than the sum of your minecart speed and your dash's speed. In my X1 run, you'll see what I did, and it turns out to be fast, even though I have to dash normally on the ground vs flying directly into Armadillo's anteroom. I'm not sure what the problem with Sting Chameleon's heart tank is. I can see that visiting his level at any time after Boomer Kuwanger is reasonable, but I don't see any benefit to doing it out of order, except possibly to save a few frames on the stage select menu. You're nothing thinking of Chameleon Sting'ing Storm Eagle, are you?
Editor, Skilled player (1939)
Joined: 6/15/2005
Posts: 3247
Yeah, my boss battles are all bad in this run. Why I even charge up maverick weapons at all is a mystery (except for Armored Armadillo).
DeHackEd wrote:
It seems to defy logic, but for the minecart, it's best to maximize airtime. Your dash-jump speed is greater than the sum of your minecart speed and your dash's speed. In my X1 run, you'll see what I did, and it turns out to be fast, even though I have to dash normally on the ground vs flying directly into Armadillo's anteroom.
True, but in this situation, catching the bottom-left corner of the capsule encounter zone requires jumping from the spot shown in my movie. Otherwise, the capsule location count doesn't go up. I use the cheat search functionality to monitor the contents of memory location 7E1F7E.
DeHackEd wrote:
You're nothing thinking of Chameleon Sting'ing Storm Eagle, are you?
That's why I'm asking.
Joined: 3/31/2005
Posts: 148
Location: Colorado
Don't you need to do boomer's stage after mammoth so you can charge up ice? Also, I'm pretty sure the helmet upgrade from Storm Eagle's level is required for Sting Chameleon's heart tank. EDIT: Next time I'll watch your WIP before I say things. I didn't realize you could get that heart tank in boomer's level w/o ice. Very impressive.
Do not try to bend the spoon, that's impossible. Instead only try to realize the truth. What Truth? There is nospoon. Then you will see it is not the spoon that changes, it is only yourself
Emulator Coder, Skilled player (1300)
Joined: 12/21/2004
Posts: 2687
FractalFusion wrote:
However, I can't seem to grab the heart tank in Sting Chameleon's stage without defeating Launch Octopus. If it is possible to grab the heart tank with just the Boomerang Cutter, please let me know.
It would be very possible if not for the fact that the game is programmed to delete sprites like your boomarang when they're a little off the screen. Because of that, it seems to be impossible, although only just barely.
Joined: 4/23/2004
Posts: 150
I never commented on your MMX2 run, since I not as familiar with that game, so I'll say now that I'm impressived with how fluid your runs are. I didn't know you could just climb up to that heart tank either. Two things I though of: (Forgive my lack of research) Am I missing something or would it not be faster to come at the mechanical bees in the intro stage with charged initial shot? In Spark Mandrill's stage, would it not be faster to kill off the sub-boss with a normal Storm shot (that hits twice) as opposed to climbing up twice with the regular arm cannon? And this is just me, but the repeated weapon-switching pending the Flame Mammoth battle made my eyes hurt. Andreas
Editor, Skilled player (1939)
Joined: 6/15/2005
Posts: 3247
A Runnelid wrote:
Am I missing something or would it not be faster to come at the mechanical bees in the intro stage with charged initial shot? In Spark Mandrill's stage, would it not be faster to kill off the sub-boss with a normal Storm shot (that hits twice) as opposed to climbing up twice with the regular arm cannon?
First question: Yes it is, but I forgot. Second question: Probably, but I was just testing the X-Buster to see how effective it was.
Emulator Coder, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
Super-rapid-fire X-Buster is faster in taking down the Spark Mandrill miniboss, but that measurement was made without the ability to overcharge the Strom Tornado (read: the miniboss came down to ground level like he normally does given the chance). Storm Eage's sub tank: the current console speedrun grabs the tank from the otherside of its little containing room. This might be worth considering along with using the boomerang to snag it.
Joined: 4/23/2004
Posts: 150
DeHackEd wrote:
Storm Eage's sub tank: the current console speedrun grabs the tank from the otherside of its little containing room. This might be worth considering along with using the boomerang to snag it.
Sounds like that could be faster, especially if a charged shot continues ahead to hit the enemy, unless you can use the boomerang to break the glass and obtain the energy tank in one shot. (From the left.) Andreas
Editor, Skilled player (1939)
Joined: 6/15/2005
Posts: 3247
DeHackEd wrote:
Super-rapid-fire X-Buster is faster in taking down the Spark Mandrill miniboss, but that measurement was made without the ability to overcharge the Strom Tornado (read: the miniboss came down to ground level like he normally does given the chance). Storm Eage's sub tank: the current console speedrun grabs the tank from the otherside of its little containing room. This might be worth considering along with using the boomerang to snag it.
Dash-shot X-Buster auto-fire tears apart enemies with no flashing (if you look at what I did to Chop Register in X2). So that's why I tested it out. If you look at my run, you can easily tell that I didn't do enough testing, though. As for Storm Eagle's sub-tank, I entered from the left side only because the platforms were in the wrong places when I got there. I'll test it for real when I get there next time. If you look at my X2 run (or even just this run), you can tell that I like to charge weapons against bosses. Though I saved a lot of time in X2 charging up, I won't have so much luck in X1. For one, it takes 180 frames to charge up to max, up from 150 in X2. Bosses have a 60 frame invincibility most of the time. And weapons already do 3 uncharged while when charged, they do 4 (except Armored Armadillo, 6). Hardly a worthwhile thing to do (charging up, that is).
Editor, Skilled player (1939)
Joined: 6/15/2005
Posts: 3247
Edit: Finally finished the test run: http://dehacked.2y.net/microstorage.php/info/188/Mega%20Man%20X%20%28V1.1%29%20%28U%29.smv Comments about the run (routes in particular) are welcome.
Ambassador, Experienced player (696)
Joined: 7/17/2004
Posts: 985
Location: The FLOATING CASTLE
That's pretty sweet. I was wondering if you have any other tricks to get your hadouken shot off on some of the bosses faster, and maybe using it on the nose of the face boss? Any chance you could make an ice platform and fire from that?
Former player
Joined: 9/29/2005
Posts: 460
You can't change weapon if you have an iceplatform active, right? I havn't seen the whole video, it desynced at Flame mammoth, but I guess he/she hadoukened the eyes of Rangda Bangda or whatever it's called.
Editor, Skilled player (1939)
Joined: 6/15/2005
Posts: 3247
TheAxeMan wrote:
That's pretty sweet. I was wondering if you have any other tricks to get your hadouken shot off on some of the bosses faster, and maybe using it on the nose of the face boss? Any chance you could make an ice platform and fire from that?
Whether I can fire from the ice platform depends on two things: -If it is possible to stand on ice platform in mid-air. -If it is possible, after switching back to the X-Buster via the sub-screen, to execute the hadoken before the game decides X is in mid-air. I believe the answer is no. The only way to hadoken the nose is to take damage, refill with a sub-tank, and hadoken when the nose comes down and X is standing on spikes and still invincible. Not worth it. For anyone with desync issues, the run was done with Version 1.1 using WIP timing.
Joined: 4/23/2004
Posts: 150
I was thinking that you perhaps could knock Sting Chameleon down from the ceiling with the Boomerang Cutter, and switch to Hadouken him as he lands. The only other things I can think of: Hadouken before dashing at the second encounter with Storm Eagle. Dash on the bouncer before the spider boss. This should send you through the rest of them unharmed. (I know this works, but now that I think about it, I can't remember whether you actually did it.) Is there anything you can do to get around the wait climbing up in the first Sigma stage? Otherwise, I thought this was great. Andreas
Editor, Skilled player (1939)
Joined: 6/15/2005
Posts: 3247
A Runnelid wrote:
I was thinking that you perhaps could knock Sting Chameleon down from the ceiling with the Boomerang Cutter, and switch to Hadouken him as he lands. The only other things I can think of: Hadouken before dashing at the second encounter with Storm Eagle. Dash on the bouncer before the spider boss. This should send you through the rest of them unharmed. (I know this works, but now that I think about it, I can't remember whether you actually did it.) Is there anything you can do to get around the wait climbing up in the first Sigma stage? Otherwise, I thought this was great. Andreas
Hitting Sting Chameleon with the Boomerang Cutter renders him invincible long enough to jump back up. The hadoken, like everything else in the game, does 0 damage to a flashing boss (unlike the shoryuken in X2). Storm Eagle's wind pushes X back far enough that the hadoken goes off-screen and disappears. It might be possible to luck-manipulate S.E. Gotta leave for 5-6 hours. I didn't expect response now, not after I posted this yesterday. :p
Joined: 2/16/2005
Posts: 462
Can't you hadoken sigma's final form when the "hand" rises up? The only path change I could think of is doing sting cameleon earlier but it looks like you thought of that. It really does look like you should be able to grab that heart though.
This signature is much better than its previous version.
Former player
Joined: 9/29/2005
Posts: 460
It's possible to hadouken Sting Chameleon if he decides to go close enough to the ground, which possibly could happen faster than shooting boomerang cutters. And no, it's not possible to hadouken Sigma's final form, the hadouken wont damage it.
Player (65)
Joined: 3/29/2005
Posts: 229
Location: The boonies.
asteron wrote:
Can't you hadoken sigma's final form when the "hand" rises up?
I know that's possible, because I've done it on the console. I don't think the Hadouken actually does a one-hit-kill on that boss, though, so it might be the case that it's faster not to wait for the hand. (Because it's a bitch to position such that it brings you there without ramming you into the face. At least, it's hard to do so on a console. It's probably not too hard to manipulate.) Then again, I haven't watched this whole thing yet, so I have no clue whether that input was useful at all or not.
If life were an RPG, I'd be an NPC.
Editor, Skilled player (1939)
Joined: 6/15/2005
Posts: 3247
quietkane wrote:
asteron wrote:
Can't you hadoken sigma's final form when the "hand" rises up?
I know that's possible, because I've done it on the console. I don't think the Hadouken actually does a one-hit-kill on that boss, though, so it might be the case that it's faster not to wait for the hand.
I heard rumors that it could be done (damaging Sigma with the hadoken) and I heard mostly that it does nothing, so I'm not sure. Do you remember where you hit Sigma specifically, or how close you were to the face? And does the face flash when hit?
Editor, Reviewer, Experienced player (968)
Joined: 4/17/2004
Posts: 3107
Location: Sweden
I don't have a lot to say about the routes (because I don't know them very well), but the playing needs a lot more precision. I think this won't be a problem for you, so I won't bother to point out all the small fixes which could be done yet. If you post WIPs of the final version I will see what I can find.
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