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#638652919952729110 - [TAS]Mega Man Speed Bomber Any% Sub 18:30

Megaman 1 - Speed Bomber 1.2 Any%.fm2
In 18:24.25 (66364 frames), 14123 rerecords
Game: Mega Man ( NES, see all files )
14 downloads
Uploaded 28 days ago by NemoRuby (see all 16)
Wow,look out.Megaman you're too fast.
Frankly,the bouns ball controlling is possbile.But it's no way if you jump.The annoying part is keeping lag always under water
Hell,shoot,damn,uploaded wrong file

#638239313218833742 - Mega Man game end glitch

Mega Man.fm2
In 00:00.10 (6 frames), 0 rerecords
Game: Mega Man ( NES, see all files )
3 comments, 108 downloads
Uploaded 7/2/2023 9:48 PM by Feezy (see all 1)
This is my TAS of Mega Man for the NES. This is a 2-frame improvement from pirohiko and finalfighter collab project. I was about to save the 2 frames, starting on frame 0008 instead of frame 0009 and starting on frame 0772 instead of frame 0773. This is my first submission, so please any and all feedback would be appreciated. I don't want to violate any rules, so if I did, please let me know, and I will correct them immediately. Thanks!

#637920789887321113 - Megaman 1: Speed Bomber (Test Movie)

Megaman 1 - Speed Bomber.bk2
In 02:36.18 (9386 frames), 227 rerecords
Game: Mega Man ( NES, see all files )
129 downloads
Uploaded 6/29/2022 5:56 AM by dekutony (see all 374)
This is just a test movie for Megaman 1: Speed Bomber, a Mega Man 1 ROM Hack. I have no idea what I'm doing when it comes to TASing a Mega Man game so it's not optimal at all, but I did this just as a proof of concept for what a TAS of this ROM Hack would look like. I think it would be a pretty cool TAS if someone actually did this. (Also this one has StarTropics 2 music so clearly this is the best MM1 hack out there.)

#56344803702634201 - For reference, 9 mega men movie.

Mega Man (U).bk2
In 05:22.82 (19401 frames), 12469 rerecords
Game: Mega Man ( NES, see all files )
715 downloads
Uploaded 7/4/2019 11:41 AM by AngerFist (see all 40)
About 19 000 frames covered.

#29298944779686570 -

Rockman (J)-ice man stage glitch (wrong map).fm2
In 00:55.19 (3317 frames), 4 rerecords
Game: Mega Man ( NES, see all files )
1285 downloads
Uploaded 3/3/2016 11:14 AM by fcxiaopengyou (see all 20)

#29298931173734691 -

Rockman (J)-ice man stage glitch (good map).fm2
In 00:48.09 (2890 frames), 22 rerecords
Game: Mega Man ( NES, see all files )
1297 downloads
Uploaded 3/3/2016 11:13 AM by fcxiaopengyou (see all 20)

#29294725210509557 - RM1 ice man stage (not TAS)

Rockman (J)-What the f...!.fm2
In 01:09.94 (4203 frames), 4 rerecords
Game: Mega Man ( NES, see all files )
1195 downloads
Uploaded 3/3/2016 6:40 AM by fcxiaopengyou (see all 20)

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

Mega Man (U).bk2
In 00:22.30 (1340 frames), 258 rerecords
Game: Mega Man ( NES, see all files )
1008 downloads
Uploaded 8/2/2015 5:37 PM by AngerFist (see all 40)
The Fire Rises

#19749443127023826 - Megaman Glitchless WIP 1.1

Mega Man (USA) Glitchless WIP 2.fm2
In 01:38.70 (5932 frames), 9262 rerecords
Game: Mega Man ( NES, see all files )
1301 downloads
Uploaded 12/29/2014 9:41 AM by Denial140 (see all 20)

#19644352723310915 - Megaman Glitchless WIP 1

Mega Man (USA) glitchless WIP 1 - Gutsman.fm2
In 01:38.94 (5946 frames), 6969 rerecords
Game: Mega Man ( NES, see all files )
1272 downloads
Uploaded 12/24/2014 4:06 PM by Denial140 (see all 20)

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

Rockman-glitchless-WIP2.fm2
In 02:38.91 (9550 frames), 636 rerecords
Game: Mega Man ( NES, see all files )
1386 downloads
Uploaded 11/9/2014 3:32 PM by Bisqwit (see all 3)
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”.

#14278711531127700 - Mega Man NES TAS

Level 1.fm2
In 30:47.99 (111062 frames), 218 rerecords
Game: Mega Man ( NES, see all files )
1 comment, 1264 downloads
Uploaded 4/27/2014 12:39 AM by GangstahKris (see all 1)
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.

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

Rockman-glitchless-WIP.fm2
In 01:32.73 (5573 frames), 332 rerecords
Game: Mega Man ( NES, see all files )
1460 downloads
Uploaded 1/25/2014 3:20 AM by Bisqwit (see all 3)
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)

#11839299778455285 - 9 Mega Men tas

Mega Man (U)-0.fm2
In 01:00.48 (3635 frames), 283 rerecords
Game: Mega Man ( NES, see all files )
932 downloads
Uploaded 1/7/2014 4:01 AM by AngerFist (see all 40)
My first and probably only Wip.

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

Mega Man Elecman's stage glitchless WIP.fm2
In 03:58.46 (14331 frames), 79 rerecords
Game: Mega Man ( NES, see all files )
2437 downloads
Uploaded 10/6/2013 1:30 AM by Thelife (see all 3)
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.