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Experienced player (620)
Joined: 8/28/2008
Posts: 443
Can it be allowed in the low% run? The 100% run would be better to fight Bit and Byte and their boss fights are quick with charged weapons.
Skilled player (1219)
Joined: 8/29/2014
Posts: 301
Well this is similar to the password glitch from FractalFusion's X1 walkathon run, so I assume it would be technically allowed. But looking at Nach's judgement message, "This run is faster than the existing any% run, and can technically be used to obsolete it. On the other hand, it abuses the password system, and while not actually using a password, the use is questionable. That alone pushes this into the same kind of "glitched" realm we have for games with SRAM, and makes it a separate category." I don't think a run that uses this type of glitch would obsolete a branchless category that forgoes passwords altogether. I don't think the couple seconds of difference between buster upgraded/non-buster upgraded Bit and Byte fights would merit making an exception for one category and not the other, but I would still maintain that if this glitch was to be shown off any category, it would be a niche category like the PSX port any% run that suffers in entertainment value without it.
HHS
Active player (282)
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Posts: 356
I don't really like the use of this password. It's basically the opposite of the situation with the Mega Man X password. In Mega Man X, the password is rejected due to a parity error but the game starts anyway without applying the password. Here we have a password that sets Bit, Byte and Vile as defeated, it is rejected because this requires the intro stage to be cleared, but they forgot to reset the state of Bit, Byte and Vile. Therefore I would regard this as using a password.
Editor, Skilled player (1938)
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Based on the [url=http://tasvideos.org/5175S.html ]rejection message in this submission[/url], the password glitch has been disallowed for all speed categories. I assume this means the SNES version as well. Sorry about that GlitchMan but you'll have to rework your any% run again.
Skilled player (1219)
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Do you know exactly how the saber-whiff glitch works, Glitchman? I can only seem to do it every other saber swing by weapon canceling a saber the frame before I hit the ground, but I was told by NrgZam that he has had the glitch happen to him on his first saber swing of a stage in realtime before. Do you know of any way to do more often than every other swing?
Experienced player (620)
Joined: 8/28/2008
Posts: 443
You have to hit the ground for it to work so yeah it's every other unless you jump on a platform or ledge. Also there's a (for 100% run) z-saber trick where if you charge up to green level and select Blast Hornet's weapon for one frame and press L+R and shoot at the same time on the frame the crosshairs disappear he uses his z-sabre instantly. For Hyper C. if you fire the two charged shots then z-sabre and switch back to the X-Buster he uses the z-sabre but it doesn't use the Hyper C. I found many tricks for 100% run. Tornado Fang at a breakable wall and scrolling it offscreen makes it break instantly. You can use charged weakness on Gravity Beetle by jumping and going partially into the ground so that it hits Gravity Beetle (same with Vile). Get Gravity Beetle's heart upgrade without having to revisit the level by air dashing underneath the ledge, selecting Zero, zipping into the wall, and switching back to X. You can use the zipping trick in other levels too. Possibility that Neon Tiger might be my first stage (to get the charge upgrade, Blizzard Buffalo heart upgrade and the ride armor).
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show that zipping please!
TAS i'm interested: megaman series: mmbn1 all chips, mmx3 any% psx glitched fighting games with speed goals in general
Active player (402)
Joined: 5/30/2016
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I was curious so I tried a bunch of times while recording to replicate the fail on the very first saber usage for X, and I think I figured it out. It's basically the same as the regular way, except you kill mosquitus with zero as you're landing, rather than weapon canceling the saber animation as you're landing. I was kind of hoping there was a separate unique way to trigger the glitch, but oh well, at least it kinda makes sense.
Skilled player (1219)
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Have you had any luck getting to the arm parts or chimera armor? I'm having a hard time doing any sort of horizontal movement inside the walls. If these are possible, I guess the route would be something like this? 1. Tiger 2. Beetle(to get the airship out of Hornet's stage) 3. Hornet 4. Buffalo(use chimera armor to get the heart) 5. Seahorse 6. Catfish 7. Crawfish 8. Rhino
Experienced player (620)
Joined: 8/28/2008
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Yeah I can't get horizontal zipping either. When I can get into the wall I can't get further than 2 blocks in. Looks like it's the normal path then. http://dehacked.2y.net/microstorage.php/info/1195916742/Mega%20Man%20X%203%20%28U%29-wip3.smv
Editor, Skilled player (1938)
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https://www.youtube.com/watch?a=1&v=ZmPUbuFGHcs&feature=youtu.be&t=1975 Hetfield90 brought this to my attention. It is a faster way of doing Mosquitus, using a glitch that sends Mosquitus into the wall and then automatically kills Zero without having to wait for Mosquitus to get near him. It also glitches out Zero.
Noxxa
They/Them
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Any idea how that glitch works? Is it dependent on Zero's state or positioning when he's wall-jumping up firing the final shot?
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.
Skilled player (1219)
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You just have to kill Mosquitus when he's a certain distance from the wall. Normally he doesn't go that close to it, but he will if you let him grab you close enough to the wall, and then stay to the left of him before he chooses his next direction to move. This glitch is very convenient for categories which acquire the saber since it removes the necessity to manipulate Mosquitus' descent pattern after the kill. Good patterns for that are so few and far between that it usually took multiple stages worth of manipulation to set up. Also, it works on both the PSX and SNES versions.
Noxxa
They/Them
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Location: The Netherlands
Ah, I see. Looks like when Mosquitus is so far to the left, it is already "colliding" with the wall, thinking it's the floor, so it immediately proceeds as if it has landed on Zero. Interesting.
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.
Skilled player (1219)
Joined: 8/29/2014
Posts: 301
Actually, now that I think about it, this glitch might not be faster in 100% since you neon jump to the left wall before calling Zero and are subsequently nowhere near a green charge upon Mosquitus' room, which allows you to bait Mosquitus much further to the right while waiting for your charge. Here's some disassembly of the Mosquitus descent behavior that FractalFusion did, since it may be useful for the 100% run Glitchman is working on. The way it works is, every 4 frames, Mosquitus will poll 3 RNG values. Presumably, 2 of them are for the smoke cloud he creates from being damaged, and one is to determine his direction. Depending on when you kill Mosquitus relative to the global timer, these two events may or may not coincide on the same frames. If they do, the values relevant to his choice of direction are the current value the frame after 4 values are polled, and if they don't, the current value the frame after 2 values are polled. Since the RNG also increments once every frame, this means 7 values will be polled every 4 frames. As such, this text document has the RNG sequence divided up into 7 columns, so any Mosquitus descent pattern would start on a given value then go down that column for around 30 values(depending on how optimal the pattern is). RNG values with nothing next to them cause Mosquitus to fly towards Zero, and values with letters next to them represent one of eight 45° angles. This table doesn't account for whether or not Mosquitus will attempt to grab Zero at the very start of the fight, which also needs to happen, so some of these patterns that look good may not be viable. But since you dump the second preliminary buster shot off screen while falling back to the ground, you can potentially drag it off screen quicker or slower to advance RNG at a slightly different rate in between the getting grabbed and the descent(or delay your saber slash).
Experienced player (620)
Joined: 8/28/2008
Posts: 443
If anyone's still working on a 100% run of this game there are some other tips and tricks such as: If X ends a dash on the edge of a slippery surface X can stand on the air for a few frames and can skip having to wall jump on the ledge where the leg upgrade is. It is faster to beat Bit and Neon Tiger faster with Frost Shield. For Bit two Frost Shields instantly have to be shot after the charged form hits him and position them so that they hit and by the time he's vulnerable again the charged Frost Shield hits him (90 frames). For Neon Tiger fire two Frost Shields and throw an additional X-Buster charged shot at him which can be done twice (120 frames). For Hyper C. if the first preliminary charged shot is still on screen and then X starts the animation for the second one and do a wall kick it cancels the second one and goes straight to Z-sabre that way it only uses two HP of Hyper C. now. Another trick with Hyper C. is that X can ascend by using neon jumps infinitely and keep Hyper C. HP by touching the wall and cancelling the preliminary shot by switching to Tornado Fang and keep doing it. In Doppler 2 using charged Frost Shield to make a platform when X switches to Zero allows jumping on that frame in the air for 40 more frames to be charged when he enters the mini-boss.
Skilled player (1219)
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Oh I had thought you were working on 100%, Glitchman. Are you planning on redoing the any% run on a bsnes-core emulator for submission? Do you have movie files of the Bit/Tiger strats? I'm assuming you have to make Bit jump to a specific height to pull off that Doppler effect optimally, but I'm not quite sure I understand the Tiger one.
Experienced player (620)
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Posts: 443
I'm optimizing Tunnel Rhino's boss fight at the moment. After I finish Neon Tiger I'll post a WIP for both versions of the 100% run ("Best Ending" and "100%"). For Tunnel Rhino I have to find a way to get a fast attack pattern. It turns out that Tunnel Rhino stopping 3/4 of the way at the start of the fight is one frame faster than ramming the wall. Stopping half way at the other parts of the boss fight loses five frames and the last uncharged shot can be fired on the other side of the room when he slams the wall so the minimum number of times X fires an uncharged shot at Tunnel Rhino when he stops 3/4 of the room is twice. The minimum number of frames lost from a standard X-Buster bossfight is 18 frames. Taking damage before he slams a wall or stops 3/4 of the boss room delays his next attack by the number of frames before he stops or reaches a wall. Might as well use BizHawk to go ahead and update the run.
Skilled player (1219)
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New glitch found: https://clips.twitch.tv/ColdSlipperyCheetahDerp Looks like it might save time in any%(and all stages if it works in the PSX version as well).
Active player (434)
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https://www.youtube.com/watch?v=Cg9RQw1N4Zo i think it works in both versions
TAS i'm interested: megaman series: mmbn1 all chips, mmx3 any% psx glitched fighting games with speed goals in general
Fortranm
He/Him
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Would it be faster to get the Arm Chip in a "best ending" run?
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Location: Brasil
https://www.youtube.com/watch?v=R_VWFaw0_Es new glitch allows you to take zero to boss battles, i'd like to test it on PSX too
TAS i'm interested: megaman series: mmbn1 all chips, mmx3 any% psx glitched fighting games with speed goals in general
Editor, Skilled player (1938)
Joined: 6/15/2005
Posts: 3246
KusogeMan wrote:
https://www.youtube.com/watch?v=R_VWFaw0_Es new glitch allows you to take zero to boss battles, i'd like to test it on PSX too
Looks like you need some room to air-dash onto the top of the door (an overhang or such), then slide down the door and switch to Zero at the last moment. There isn't enough room to do this on the final door leading to a Maverick boss battle. If you can find a glitch that allows this on a final door, then that would definitely save time. Otherwise, it doesn't seem to save time, not even against Byte.
Post subject: A video to view
Joined: 1/4/2021
Posts: 1
Permission granted from the video owner, lenophis has discovered this in the X collection on ps2. Mac simply being erased after two hits. https://www.youtube.com/watch?v=Da6Rcxq_Qc8 What exactly went on here? Can anyone else replicate this?
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