Movie for NES Mega Man

#9771913232377998 - Mega Man (USA) "Elec Man's Stage" "glitchless" WIP

Mega Man Elecman's stage glitchless WIP.fm2

Uploaded 10/6/2013 1:30 AM by Thelife (1 files)

For Mega Man (NES)

In 03:58.45 (14331 frames), 79 rerecords

18652 views, 2291 downloads


A TAS that I did of Elec Man's stage in the North American version of Mega Man for the NES. I don't abuse any glitches like the pause trick or zipping through walls in this run. I had to take damage at one point because no matter how many rerecords I did at that point, I would get hit. Fun Fact: This was originally going to be a run of Cut Man's stage but due to me pressing left during one of the frames, I chose Elec Man.

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#12238346580380996 - Rockman Glitchless WIP (last update: Oct 18 2013)

Rockman-glitchless-WIP.fm2

Uploaded 1/25/2014 3:20 AM by Bisqwit (2 files)

For Mega Man (NES)

In 01:32.73 (5573 frames), 332 rerecords

19416 views, 1317 downloads


Glitchless Rockman WIP. Plays until the middle of first Gutsman battle.
Rules:
No zipping whatsoever. This means:
  • Not using magnetbeam to cram Megaman into a wall or a ceiling
  • Not grabbing ladder from its top to teleport Megaman 24 pixels up in air
  • Not grabbing ladder from its _bottom_ to teleport Megaman 24 pixels up in ladder
  • Not grabbing ladder horizontally to teleport Megaman horizontally to ladder's center, not even a subpixel faster than if he would walk/jump there
Any kind of technique that results in Megaman moving faster than he would normally walk / jump /climb in the present environment, is categorically banned.
No pause tricks:
  • No pausing to cancel hurt-animation
  • No pausing to repeat projectile damage to enemies
  • No pausing to move through enemies unharmed
Other assorted glitches:
  • No duplicating the Gutsman-throwable bricks
  • No frame-perfect landing+jumps while ground trembles in Gutsman battles to avoid losing balance
Tricks that are still used:
  • Luck manipulation
  • Jumping to cancel out standstill-walk delays
  • Jumping in ladder to cancel out shooting delay
  • Pausing to move before enemies move (as long as you're not moving through enemies)

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#14278711531127700 - Mega Man NES TAS

Level 1.fm2

Uploaded 4/27/2014 12:39 AM by GangstahKris (1 files)

For Mega Man (NES)

In 30:47.99 (111062 frames), 218 rerecords

17712 views, 1131 downloads


My first TAS ever!
I downloaded the program a few hours ago and wanted to try it straight away.
.. It is a very slow speedrun of, like, 26-27 minutes or so, compared to others, but I'm impressed of how fast I did it.
There are 2 or 3 points where I stand and do absolutely nothing for like 5 seconds, in which I can't remember what I'm doing at that specific moment.

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#18644623674341759 - Rockman Glitchless WIP2 (last update: 2014-11-09)

Rockman-glitchless-WIP2.fm2

Uploaded 11/9/2014 3:32 PM by Bisqwit (2 files)

For Mega Man (NES)

In 02:38.90 (9550 frames), 636 rerecords

18634 views, 1234 downloads


Glitchless Rockman WIP. Plays until the somewhere in the Elecman stage. Note that it is still uncertain whether it is wise to play Cutman stage before Elecman.
Rules:
No zipping whatsoever. This means:
  • Not using magnetbeam to cram Megaman into a wall or a ceiling
  • Not grabbing ladder from its top to teleport Megaman 24 pixels up in air
  • Not grabbing ladder from its bottom to teleport Megaman 24 pixels up in ladder
  • Not grabbing ladder horizontally to teleport Megaman horizontally to ladder's center, not even a subpixel faster than if he would walk/jump there
  • Under no circumstances overlappping with solid objects wherein that causes Mega Man to zip horizontally faster than 1.375 pixels per frame. Frozen flames in the Fireman stage also count as solid objects.
Note that because the ladder zipping techniques can trivially happen in casual play, the use of RAM watch is pretty much necessary whenever ladders are grabbed, to verify that zipping does not occur. Any kind of technique that results in Megaman moving faster than he would normally walk / jump /climb in the present environment, is categorically banned.
No pause tricks:
  • No pausing to cancel hurt-animation
  • No pausing to repeat projectile damage to enemies
  • No pausing to move through enemies unharmed
Other assorted glitches:
  • No memory overflow glitches / generating objects that suddenly jump to ending
  • No duplicating the Gutsman-throwable bricks
  • No frame-perfect landing+jumps while ground trembles in Gutsman battles to avoid losing balance. While beginning a jump right before the ground starts trembling and landing after it's done trembling is permitted, landing temporarily while the ground is trembling is not permitted, unless you endure the full stun. Taking damage is a permissible way to avoid the stun.
Tricks that are still used:
  • Luck manipulation
  • Jumping to cancel out standstill-walk delays
  • After shooting in a ladder, jumping (releasing the ladder) and regrabbing, allowing climbing to continue immediately rather than after the shooting delay
  • Pausing to stun enemies in place while Mega Man moves (as long as you're not moving through enemies or bullets, cancelling hurt-animation, or repeating enemy damage); primary purpose is lag reduction
  • Magnet beam can still be used for navigational shortcuts of course, as long as it does not produce zipping phenomena.
  • Terminal-speed falling from a dynamic object (such as a Foot holder or a Magnet beam)

The red line behind these rules is “no abuse of programming oversights”, and “no abuse of design choices that trade perfect behavior in corner cases for code size/performance”.

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#19644352723310915 - Megaman Glitchless WIP 1

Mega Man (USA) glitchless WIP 1 - Gutsman.fm2

Uploaded 12/24/2014 4:06 PM by thelegendarymudkip (2 files)

For Mega Man (NES)

In 01:38.93 (5946 frames), 6969 rerecords

17388 views, 1117 downloads



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#19749443127023826 - Megaman Glitchless WIP 1.1

Mega Man (USA) Glitchless WIP 2.fm2

Uploaded 12/29/2014 9:41 AM by thelegendarymudkip (2 files)

For Mega Man (NES)

In 01:38.70 (5932 frames), 9262 rerecords

17287 views, 1145 downloads



Download (89.21 KB) Info

#24553024486440115 - 1st wip of my Mega Man 1-6 + 3 Mega Man hacks

Mega Man (U).bk2

Uploaded 8/2/2015 5:37 PM by AngerFist (2 files)

For Mega Man (NES)

In 00:22.29 (1340 frames), 258 rerecords

16955 views, 880 downloads


The Fire Rises

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#29294725210509557 - RM1 ice man stage (not TAS)

Rockman (J)-What the f...!.fm2

Uploaded 3/3/2016 6:40 AM by fcxiaopengyou (3 files)

For Mega Man (NES)

In 01:09.93 (4203 frames), 4 rerecords

16272 views, 1070 downloads


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#29298931173734691 -

Rockman (J)-ice man stage glitch (good map).fm2

Uploaded 3/3/2016 11:13 AM by fcxiaopengyou (3 files)

For Mega Man (NES)

In 00:48.08 (2890 frames), 22 rerecords

16265 views, 1166 downloads


Download (43.60 KB) Info

#29298944779686570 -

Rockman (J)-ice man stage glitch (wrong map).fm2

Uploaded 3/3/2016 11:14 AM by fcxiaopengyou (3 files)

For Mega Man (NES)

In 00:55.19 (3317 frames), 4 rerecords

16299 views, 1152 downloads


Download (50.00 KB) Info

#56344803702634201 - For reference, 9 mega men movie.

Mega Man (U).bk2

Uploaded 7/4/2019 11:41 AM by AngerFist (2 files)

For Mega Man (NES)

In 05:22.81 (19401 frames), 12469 rerecords

6359 views, 555 downloads


About 19 000 frames covered.

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