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Edit history:
Nihility: 2006-01-25 01:38:57 am
Beep bitch.  Beep.
I'm thinking of doing one..doing a rough run through now to see how long it will take.  Shouldn't take too long.
Working on my run layout now.
Is there any interest in this?
Thread title:  
Ride on shooting star
Well, Mega Man 64 is Mega Man Legends, so there technically already is a run of it.

Although I don't know how many changes were made from MML to MM64.  Were there any really significant ones?
Beep bitch.  Beep.
I was aware of that, but I figured it wouldn't make much of a difference.
The currently known differences that I know of are..
http://db.gamefaqs.com/console/n64/file/mega_man_64_legends_diff.txt
Nothing truly significant, but still, I think it'd be worth a try.
Let's fight to computer!
Link here instead: http://www.gamefaqs.com/console/n64/game/913960.html
Loading times sounds like the only significant one -- of course, since I haven't played either game I couldn't say whether it makes a meaningful difference or not.
Interesting. I was just about to begin (again) on my Legends run. I haven't played this version but I am sure loading times is the only difference.

If you need any tips let me know.
Ride on shooting star
Quote:
Link here instead: http://www.gamefaqs.com/console/n64/game/913960.html
Loading times sounds like the only significant one -- of course, since I haven't played either game I couldn't say whether it makes a meaningful difference or not.

I don't remember too horrible loading times in MML.  Enough to make a difference, but not as much a difference as the PS1 port of Chrono Trigger.

The fog distance might make an aiming difference, but since I haven't played 64, I don't know if it only affects environments or if it also affects enemies.

Anyways, since you know about the other run, you might as well watch that and see what you can improve.  I did watch it a while ago, but I don't remember any horrible mistakes in it.
Beep bitch.  Beep.
The loading times take almost ten seconds on the Megaman Legends run.  Thats quite a lot..  :-/
Still thinking of stuff that may help optimize my route.  Perhaps I'll do a 100% completion run, if it turns out that it would be reduntant to do a normal run of Megaman 64, since there is already a run for Legends.
Edit history:
Ifrit: 2006-01-16 01:08:15 am
My new run will be single segment so no saving. That cuts out a bunch of the game time right there. Last time I was working on this (I believe it was around August or September) I got my time down to 1 hour. I cannot remember if I was under or not though.

EDIT: Try for a normal run if you want. Competition is always nice.
Beep bitch.  Beep.
Quote:
Anyways, since you know about the other run, you might as well watch that and see what you can improve.  I did watch it a while ago, but I don't remember any horrible mistakes in it.


I saw it a while back, and I'm currently rewatching it right now, no big mistakes from what I can remember.

Quote:
EDIT: Try for a normal run if you want. Competition is always nice.


I was debating single segment as well, since well..its just better I guess.  :-/
I guess I will take you on.  Grin
I'll take up your offer on that tip discussion as well.  Got Msn?
Edit history:
Ifrit: 2006-01-16 01:36:39 am
Quote:
I guess I will take you on.I'll take up your offer on that tip discussion as well.  Got Msn?


IT'S ON! Grin

MSN? Sorry. I have AIM and GoogleTalk.
Beep bitch.  Beep.
HELL YES ITS ON.
I got AIM, I guess that'll work.
Googletalk I have yet to try.

PS- Time from Megaman's first step to landing (or crashing) on Kattelox Island? 2:10  :-/
Okay. I am on pretty much all the time so whenever.
Beep bitch.  Beep.
How bout now.  Wink
Beep bitch.  Beep.
Well.  Ifrit and I had quite the brainstorming session.  Unfortunately every little attempt got us close to what we wanted to achieve, but ended up in failure.
-We established that the trigger for the Bruno fight is most likely the activation of the subcities, and the opening of the "Problem Door".
-Thought of a possible "angle running" technique, has yet to be proven if its worth being applicable.
-We glitched into Main Gate early in the game via a glitch that is on http://rockmanpm.com/index.php?page=series/dash/rockmandash1/secrets/walltrick
-Only problem is that there is a door blocking us from entering the control room to activate the Sub Cities, which is of course deemed the "Problem Door".
-Grand Grenade did nothing so far.
-Our attempts with damage boosting through the Problem Door via splash mines or the Wolf in the main room failed so far as well.
-I had the idea of taking the drill bit in the Main Gate and getting the Drill Arm early, which would allow us to break into Clozer Sub-Gate early, which would allow us to open the Main Gate, giving us access to the Sub Cities.  That ultimately failed, because upon entering the Clozer Sub-Gate, Ifrit discovered that he could not get out except by going into the ruins again.  None of the doors would open.  But getting there early IS possible.  We just need to get in deeper.  THIS IS THE ONE THAT IS KILLING US, IF WE GET THROUGH THOSE DOORS WE WILL BE ABLE TO SEQUENCE BREAK THE HECK OUT OF THE GAME.  HELP US!!!!!!
-Had the possibility of skipping the Lake fight, may still be doable, but Capcom seems to be excellent at covering their asses.  If only Acryte would look at this thread.  Roll Eyes
-Then we decided that perhaps we can leave Clozer Sub-Gate early, we could avoid the Air Battle.  This was ultimately shut down too, because although Ifrit was able to escape successfully via the Drill Arm, the Main Gate was apparently not open, and glitching in would only result in us encountering the Problem Door again.

So to sum it up.  We are on top of quite a few sequence breaks here, and we need help from the SDA community in order to achieve them.  We need to either get through the "Problem Door" and activate the Sub Cities, or get deeper into the Clozer Sub-Gate.  I really want to sequence break this game.  It'll be my way of getting revenge on Capcom  Roll Eyes and it would also make for an AMAZING run.
I love YaBB 1G - SP1!
Hehe....Good luck
Beep bitch.  Beep.
Had a breakthrough.
May or may not lead to big things.  Where's Ifrit when you need him?  Roll Eyes
Edit history:
Ifrit: 2006-01-17 12:07:29 pm
Quote:
Had a breakthrough.
May or may not lead to big things.  Where's Ifrit when you need him? Roll Eyes


Oh, I hope so.
I tried using the grate in Downtown to skip the scene where Tron Bonne is being chased up a pole but of course you cannot do so. It said something like:

"A manhole - I wonder what happened to the girl being chased by the dog?"

Oh well. There must be something.
Beep bitch.  Beep.
So talking to her is mandatory for now then..unfortunate.  But considering how we've been screwed over by Capcom before, you pretty much saw it coming didn't you  :-/
Sad

I did.
Beep bitch.  Beep.
What do you guys think would constitute a 100% completion of this game?
I love YaBB 1G - SP1!
Well.  I may not have an input for help with this run, but I do have great interest in 100% runs.

I myself have never gotten 100% in this game, nor many other games.  Maybe not any of them I have played.

Anyway.  I greatly anticipate this run.  Megaman Legend/64 is one of my favorite games in the Megaman Series.
Wow. I thought I would attempt another practice run of this game. I didn't even get past the Feldynaught in Downtown. I am ashamed. Sad
Beep bitch.  Beep.
Oh wow..ew.
You should be ashamed rofl  Tongue
It happens to the best of us.
What difficulty?
Edit history:
Ifrit: 2006-01-29 08:02:18 pm
Normal.

I tried out skipping the Power Raiser. I think its worth getting. It gives extra boosts at the beginning. Snakes take only one shot to kill. City Hall and Feldynaught are slightly easier/faster with it as well.