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Mega Man 9 100% Speedrun (21:37) 1/5

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Uploaded by on Jun 30, 2010

For copyright issues I'm not the one who made this run, neither am I the owner of it, I am not related with any of the speedrun. This video is the property of www.speeddemosarchive.com. This run was made by Steven Ellis.

Author's Comments :

I made it a mission to get some kind of noteworthy record on Mega Man 9, and I tore my way up to fourth place on the Wii All Clear Rankings in pursuit of it. This run was originally 8th at 00:23:12, then 6th at 00:22:52, 5th at 00:22:38, 4th at 00:21:50. What you see here, 00:21:37, is the fifth iteration of my record breaking attempt (and still 4th, much to my anger). I did the first three within a span of 24 hours because I wasn't certain of the limits of my skill nor the full impact of a route change I had made, but now I'm finally reaching that point.

This single segment is the third successful run using a change in the robot master order; Hornet Man comes after Galaxy Man. What initiated this line of thought came from four failures in a row against the boulder miniboss in Jewel Man's stage. It angered me that a stage I Time Attacked to the point of almost making the rankings was so thoroughly stopping my progress in both normal and Superhero modes because of one enemy I thought I had dealt with for good (in fact, IIRC this was the driving force behind dropping to normal mode for a confidence boost). The problem wasn't just where he would land, but that he would drop other boulders in such a manner as to ensure my defeat.

Constantly.

There was nothing I could do about it, save maybe a lucky BHB (I've only heard of it dropping the boulder, but I have no way of seeing the boulder before it drops, so I can't use it). Having to wait 30 seconds to get back to the beginning of Splash Woman's stage made every single restart extremely tedious on top of that.

It should be noted that I hate luck-based crap with a passion, so the long reset wait combined with needing a lucky kill makes me wonder why I didn't break from the evil of groupthink sooner.

To this end, Hornet Man for the fourth stage made perfect sense. His stage doesn't change much taking it on early. You miss Tornado Blow, which loses a couple of seconds, and Rush Jet, but the latter means nothing since it's rather easy, save one part (which I solved with BHB), to just run the whole of the tape measure platform course on foot (plus you pick up two small screws for free, dropping the number of random screw pickups I had to get in this run to three, along with the large Plug and Hornet screws). Hornet Man himself is an easy opponent who spends a lot of time in the Mega Buster's sights, so despite the amount of hits necessary to kill him, the fight certainly isn't going at a snail's pace. It's really a matter of forgoing Tornado Blow and learning how to take out the robot master with the Mega Buster and Black Hole Bomb (Buster for damage until the third hornet is launched, BHB to kill the hornets and damage Hornet Man further).

I guessed that the "three" seconds lost by not having Tornado Blow ("three" is just my guess, I didn't research it) would be recovered at the boulder when Hornet Chaser dropped it from the ceiling early, and the approximate 10 second loss (based on my Time Attack results) from a good no-Magma Bazooka boss kill would be regained by sailing through Plug Man's stage with Rush Jet, skipping that wretched second disappearing block course. Rush Jet is acquired with the fifth boss kill, and Plug Man in weakness order comes fifth. With Hornet Man preceeding Jewel Man, Plug Man suddenly becomes sixth in order; his stage becomes that much shorter to deal with and can now be handled in the same vein as a Time Attack (again, sans T. Blow).

Other than that, some revisions to the Wily Castle stages, namely Tornado Blow use and M-Tank activation, sped up some key sections of the castle's first three levels, though this run sees a horrible Wily 2 fight because I simply don't know how to handle him when he starts on the ground (I improvised instead of waiting him out... a bad move that cost me 2nd I'm sure). This and I think Jewel Man's stage (the final leg) were the worst parts of the run.

I also need to work on my menu usage... good thing the game doesn't give a crap about that. I imagine you real time fanatics will hate this run for more than just the Magma Man level, but with any luck, someone will deliver a real time run sooner than later and we'll all enjoy seeing it. :)

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This video is a response to Megaman 9 - Rockin in paper
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All Comments (8)

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  • It is kinda weird that they removed the slide (which was introduced in MM3), but left in Rush (who was also introduced in MM3).

    The sound effects and a lot of the music are straight out of MM2, though.

  • @Archetype000 they made this game with the intention of making it the hardest megaman game ever so they decided to make it play like the first 2 titles therefore removing the slide and the charge shot. however if you're willing to pay an extra 2 bucks you can buy proto man as dlc and he has the slide and charge shot abilities. I personally like playing megaman without those extras but we all have different opinions.

  • Where the hell's his sliding? Capcom, wtf?

  • damn watchin this makes me wanna buy this game and see if i can get this good. Great video man

  • this is so cool wow i wish i was this good i can't even beat splash woman i suck at 9 lol 1 and 2 are my games

  • Look a galaxy man - It's a Patapon!

  • im not a fan of the rapid shot

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