It involved using the Drill Arm in order to skip the entire lake sequence and go straight into the ruins.
This cannot happen because the Blunted Drill (item developed into the Drill Arm) is located in the Main Gate. Which isn't accessed until later. By looking at maps I see no possible way to get the Drill early. Of course if I could get in to the drill, why even do the ruins.
Well, I do this in my new run. I pick up 4 Special Weapons, one is mandatory. Three of the four are good against the bosses that need a Special Weapon against them. I do not use the Powered Buster for anything. I am now contemplating whether I should even get it, but the fact is these four are the only ones needed to defeat bosses except for the Shining Laser. Im not getting that.
For the past 2 or 3 days I have been planning a new route that will involve heavily on the use of the buster. I doubt this route will use any special weapons except the one required to continue in the Clozer Woods Sub-Gate. And also the Splash Mine because the Junk Shop gives it to you.
If this route does not work too great, I will head back to what I was originally testing on Thursday-Friday.
I tried my new route and it sort of failed. I got to the Lake Jyun Ruins and fighting the boss didn't work so I have to tweak some things in the route.
Sorry. I just had a good run going. (Not recording). I did very good against the Feldynaught (Segment 1). Using the Splash Mines helps out a lot. (Thanks Mike!).
I did extremely well against the Barukon Gelede (Boss of the lake. Segment 5 I believe.) I destroyed the boss in two turns like I have been wanting. I remember my time being 33 minutes in the menu.
Also, I destroyed the Garudoriten (Boss in the ruins. Segment 6 I think) quickly. He only did one slide and that was his initial one.
Next I did pretty good against Gesellschaft. Im not sure why I didn't beat it as fast but I am going to test it out again later tonight. (After a awesome time at college.....)
Finally, I did horrible against Fokkerwolf. Im not sure what happened there. But it didn't matter because a freaking Power Outage ruined it. Darn Hurricane.
With the way I was playing (minus Fokkerwolf) I had at least 4-8 minutes worth of improvments and I was not even done. I didn't even get to Bruno (which is now faster) and Mega Man Juno (which is also faster).
Sub-hour was definately looking good at that point.
I hav NEVER beaten this game, but, call me crazy, it's my all-time favorite Mega Man game (does anybody know if Mega Man 64 is exactly the same? They have identical box art.).
I hav NEVER beaten this game, but, call me crazy, it's my all-time favorite Mega Man game (does anybody know if Mega Man 64 is exactly the same? They have identical box art.).
From PS1 (Mega Man Legends) to N64 (Mega Man 64), here is a complete list of differences:
Audio:
1.Capcom has used voice compression technology in Mega Man 64. This reduces the quality of the voices so they take less space. All the voices remain intact and are understandable, however.
2.After the first cutscene with Tron and after collecting the red refractor, the music doesn't start up in the N64 version until you enter a different area.
3.The CD Samples (found in the CD shop in the Apple Market) have been removed in Mega Man 64.
4.The ending credits music has been removed, replaced with the KTOX TV Station music.
Graphics:
5.The draw-in distance is slightly weaker in the N64 version, resulting in a foggier distance (thus, not allowing you to see quite as much in the distance). There are a few exceptions, however. Many of the smaller places (such as the City Hall, KTOX TV Station, Apple Market, etc.) have the same draw-in distance as the PS1 version.
6.Capcom takes advantage of the N64's extra graphical beef by adding Anti-Aliasing to the graphics. This makes everything smooth, so the visuals are no longer pixellated and everything looks far less jagged. The game looks about 30% more realistic than the PS1 version.
Controls:
7.You can use the Control Stick or Pad in Mega Man 64. The PS1 version is limited to the pad only (since the game was released before the Dual Shock controllers arrived).
Misc:
8.The 5 second Capcom FMV (full motion video) from the PS1 version that appears when you turn the game on has been removed. A full-color, high-res picture of the Capcom logo replaces that.
9.The name of the game has changed to "Mega Man 64".
11.The game says to "Press Start" instead of "Press Start Button" on the title screen (this is common in Nintendo versions of games....)
12.After crash landing on Kattlelox Island, find an old vehicle. Pressing the search button in the PS1 version (Circle) does nothing, but pressing the search button in the N64 version (C-Down) gives you two new bits of information about the vehicle.
13.You can use the Rumble Pak to feel Mega Man's pain. The PS1 version does not support rumble.
15.The N64 version has 16 save files. The PS1 version has 5.
16.There is a glitch that occasionally happens in the N64 version while standing on cars, trucks, tanks, etc. (basically, any moving vehicle) that causes Mega Man to slowly slide to the right or left and fall off.
17.Credits for the N64 port team have been added to the credits in the N64 version.
18.Since the N64 version is a cartridge, load times are not required. Since the PS1 version is a CD, it requires load times everytime a different area is entered.
19.In the Akbar Toys store in the Apple Market, search the game in there. A minor change has been made to the text that appears. It now says "So this is that new game called Mega Man 64...it looks pretty interesting!". Take a wild guess as to what it said in Mega Man Legends.
20.Orange houses have a "1963" poster in the N64 version. These houses have a "Peace" poster in the PS1 version.
21.Blue houses have a poster with a blown up pig in the N64 version. The blue houses have a poster with a miniature pig and the words "Don't kick us!" in the PS1 version.