Mega Man 4 Robot Master AI FULLY EXPLAINED

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  • Опубліковано 20 жов 2024

КОМЕНТАРІ • 59

  • @snufflepuspenguins1234
    @snufflepuspenguins1234 3 роки тому +50

    Glad to see that you did justice with remaking Toad Man's fight by not just making him a jumping wall whose only attack is unavoidable.

  • @sagehero
    @sagehero 2 роки тому +35

    I have speedrun this game for years and this just clarified a lot of what mm4 speedrunners have always suspected... staying close to drill definitely gives the better speedrun pattern! But it's nice to know that it really does matter and it's not just our own superstitions. Also curious to know it doesn't matter so much for Dust. Thanks for making this! I'd love a castle bosses version if you feel up to it!

  • @nuthouse41
    @nuthouse41 3 роки тому +31

    This definitely helps a lot when designing a boss pattern, especially the three criterias(short, mid, and long) having a different result when dealt with, glad to see this and considering that I'm making a fangame myself, I'll keep this notes in mind

  • @Rafatenshii
    @Rafatenshii 3 роки тому +17

    This is definitely the best pattern analysis video that I've ever seen.
    So much information and precise clues I've never seen anything do this way before. There are even things that I didn't knew that existed, like most of the distance things that boss uses and seeing this really helps to make a better strategy for the boss
    That really shows how talented and dedicated you are to make the bosses faithful to the original, even Wily Wars didn't do that

  • @doomman7349
    @doomman7349 3 роки тому +12

    I really respect going through this stuff and explaining it. My favourite is Dive Man because I do the trick where I go away and make him shoot 3 missiles then a charge, but I was never sure what I did to get it consistently

  • @thedrunkmonkshow
    @thedrunkmonkshow 4 місяці тому +3

    This project really means a lot and I definitely appreciate the attention to detail that went into it. The first time I played Episode Red I thought, "Is this a hack?" But then your webpage states that it's all created in C which blew my mind. Now after watching this video, I mean talk about a labor of love with actually going underneath the hood and deciphering 6502 Assembly is just unbelievable talent and dedication! Now I finally understand that the bosses' AI is based from their proximity to Megaman and not just raw zones or "collision boxes" of the static boss room like once assumed in the way like Pacman's ghosts worked. Thanks! 😎

  • @MagnusZero
    @MagnusZero 2 роки тому +6

    This deserves far more views than it already has, and should be a great resource that everyone needs. Phenomenal work.

  • @murphmariotwopointoh7714
    @murphmariotwopointoh7714 2 роки тому +4

    I actually sorta already knew how the Pharaoh Man fight worked before this video, still neat to see how it and the rest of the Robot Master fights work though!

  • @moltz4866
    @moltz4866 2 роки тому +3

    Fascinating stuff! I'm very surprised that Skull Man's is one of the trickiest robot masters to face despite - or perhaps because - of his attack pattern being so imput-based.

  • @JulioMaassGames
    @JulioMaassGames 2 роки тому +13

    Finally I can beat Toad Man lol
    Jokes aside, very interesting information and a great video! Funny how unknowingly I made an AI that also uses distances for decision making, and even uses the same numbers.
    Keep up the great work!

  • @davidthecommenter
    @davidthecommenter 3 роки тому +8

    Fellas, we rise for the return of this guy.

  • @UltimateRainbower
    @UltimateRainbower 3 роки тому +3

    I've never seen a video with this much great analysis, especially on a series like Mega Man that most people don't talk about unfortunately. I thoroughly enjoyed this, amazing work! I've always wondered why Pharaoh Man likes to use the charge shot a lot when he corners you, and now it makes sense!

  • @Proticity
    @Proticity 3 роки тому +13

    So not only does this video teach me things I never knew about this game that I've honestly been mindlessly blasting through for years now and is a great watch, it just shows me that you know what you're doing when it comes to a remake!

  • @profdude
    @profdude 3 роки тому +5

    Insightful, and the presentation is quite the treat.

  • @MegaMet98
    @MegaMet98 3 роки тому +6

    It's interesting how the bosses in Mega Man 4 tend to have some inconsistency with their patterns.
    At least, Mega Man IV & Mega Man (Game Gear) tried to put up a fight of some kind or in Toad Man's case, less of a joke.
    And seeing as the original Wily Wars, tends to have differences from the original 3, I'm expected new differences for 4-6, to help prevent it being a full-on port with a graphical upgrade. Including modified boss A.I, Attack cycles and fixing the weapon to have use and for others be less stage breaking.
    Here's hoping the function of Ring Boomerang and possibly Rain Flush of IV GB works for EX mode, same with some of that game's gimmicks including the ability to stand on the Rolling Drill.

    • @sequelwars5870
      @sequelwars5870  3 роки тому +4

      Yes, all of the bosses will be remade for the EX mode. The remake portion though will be identical.

  • @funnytoothpasteman
    @funnytoothpasteman 3 роки тому +4

    obscenely good video, stuff like this is such a good insight into the intentions of the devs

  • @BiggastFish
    @BiggastFish 3 роки тому +10

    Man, this is all very cool! I knew about Skull Man being based off of your inputs and never moves if you jump in place or slide, but never knew about him not counting inputs after the Skull Barrier ends until you land, or how he only does each attack up to a max amount of 2 times. For the longest time I thought his pattern was just Shoot 3 times, Shoot 3 times, Skull Barrier if you activated his shooting for his first attack in a cycle. Curious to know how you found out about the exact chances for each of the bosses' different attacks!

    • @sequelwars5870
      @sequelwars5870  3 роки тому +5

      The RNG method is thankfully rather simple. Each master that uses it has 3x8 byte tables (one for each distance zone) and he just polls RNG to get a number between 0-7 to pick a value from the appropriate table, so just a quick glance at the tables gives you the odds.

    • @BiggastFish
      @BiggastFish 3 роки тому +4

      @@sequelwars5870 Ah, so that's why the chance values are the way they are in the video! Any plans for the RM bosses in 5 and 6? I'd be interested to see how different the approaches are from each game, as I remember half of 5 changing their attacks strictly based on distance rather than just modifying the RNG on the attacks.

    • @sequelwars5870
      @sequelwars5870  3 роки тому +4

      @@BiggastFish I'll check it out but don't get your hopes up. I just went through Napalm Man (codebase is very similar between games thankfully) and it's literally a simple "if distance < 80 do A, else do B". I was hoping for a dummied out RNG table but eh.

  • @BlazingFireOMEGA
    @BlazingFireOMEGA 3 роки тому +4

    This is some dedication. Major props.

  • @protol5683
    @protol5683 2 роки тому +2

    Here from GameChamp's MM4 no hit video, this shit's FACINATING! MM4's my favorite in the series, but the spastic bosses were always a bit of a drawback for me, I can't help but wonder how much more fun it'll be fighting around all this knowledge next time I play....

  • @pyraswolf4263
    @pyraswolf4263 Рік тому

    Really interesting video! I'd love to see you go into depth about the other game's Robot Master AI's as well. Very good video.

  • @jackwilson5745
    @jackwilson5745 3 роки тому +7

    Minor Sequel Wars related question: Will Proto Man have redrawn sprites instead of the ones in the OG Wily Wars which make him smaller than Mega Man?

    • @sequelwars5870
      @sequelwars5870  3 роки тому +8

      Fully redrawn! The WW Proto Man is incredibly out of place considering they remade every other key character sprite.

  • @SparkTFS
    @SparkTFS 2 роки тому +3

    Very informative video and intuitive explanations, nice work!

  • @megaman5220
    @megaman5220 3 роки тому +5

    this information is worth millions

  • @Truffle_D_Toad
    @Truffle_D_Toad 3 роки тому +6

    This is fantastic! Thank you so much for this video!

  • @SpiralPegasus
    @SpiralPegasus 2 роки тому +3

    No wonder I always found Skull Man to be the hardest in MM4
    Incredible analysis! The overlays are done with LUA, right?

    • @sequelwars5870
      @sequelwars5870  2 роки тому +1

      Yep, Mesen has great LUA scripting functionality. Handy for visualizations like these

  • @GemTappX
    @GemTappX 6 місяців тому

    That was very interesting! I understand now why skull man always felt so odd to fight.

  • @left2841
    @left2841 2 роки тому

    this video helps alot when you are trying to make a game in different game engine.

  • @sebastiannielsen
    @sebastiannielsen 8 місяців тому

    Have always seen the Toad Mans attack as not a dance, but randomly adjusting of the mirrors he have on his stomach so it reflects sunlight in the right way to trigger the acid rain. Guess im wrong about that right?

  • @DangerWrap
    @DangerWrap 2 роки тому

    Interestingly that you can see the range line matched on the top of Bright man boss room.

  • @DSN.001
    @DSN.001 2 місяці тому

    Really good. I prefer Mega Man 6's style like DWN.032, they don't do 3 same attacks in a row. And the series went on with the same idea later on. But once, I had seen DWN.078 using the same attack *4* times in a row (hard mode).

  • @JRENZO10
    @JRENZO10 2 роки тому

    Thank you. I'm very interested in AI related stuff so this video was quite cool! Definitely make more if you can!

  • @colefitzpatrick8431
    @colefitzpatrick8431 Рік тому

    I am gonna have so much fun with this information later on

  • @turtlesoar
    @turtlesoar 2 роки тому

    As an aspiring game dev, this is very interesting!

  • @JezElectroAlt
    @JezElectroAlt 2 роки тому +3

    Btw sequel wars will have MM5 and 6?

    • @sequelwars5870
      @sequelwars5870  2 роки тому +3

      Of course. Development is first focused on 4, but 5 and 6 are 100% going to be included.

  • @bayzul7405
    @bayzul7405 2 роки тому

    You can skip Brightman's flash stopper, the roadblock of my casual Buster-only no charge runs.

  • @kirbaran2039
    @kirbaran2039 Рік тому

    Did you edit the ROM? If yes, may I have it? I wanna try abusing it myself (i just have problems with vision)

  • @TheOmegaPaladin
    @TheOmegaPaladin 3 місяці тому

    Very Interesting and Very Useful Thank you.

  • @BenjaminDaws
    @BenjaminDaws 2 роки тому

    Interesting video! What is the name of the music during the explanation parts?

  • @retropixel1272
    @retropixel1272 2 роки тому +3

    is the sequel wars still being worked on? plus you missed SAGE 21.

    • @sequelwars5870
      @sequelwars5870  2 роки тому +3

      Yeah I know, that was the original plan but didn't work out.
      It's still being worked on, don't worry.

  • @austinreed7343
    @austinreed7343 2 роки тому

    Will you do the same for 5 & 6? Maybe even the first three games?

  • @retrokid104
    @retrokid104 Рік тому

    Hey, could you do something similar for 5-6, since you're also remaking those? It'd be pretty cool...

  • @brimstoner982
    @brimstoner982 2 роки тому

    I like how the background looks 3d if you cross your eye's

  • @yusufabdelfatah6337
    @yusufabdelfatah6337 2 роки тому

    My Favorite Robot Masters Is Pharaoh Man 👑🏆😍🤗❤️

  • @DarkbluesEXE25
    @DarkbluesEXE25 2 роки тому

    Dustman: Soy Dustman y les digo 1:12

  • @ultrairrelevantnobody1862
    @ultrairrelevantnobody1862 2 роки тому

    Best NES Game!

  • @jac77home43
    @jac77home43 3 роки тому +4

    first comment and interesting.

  • @thebiggabriel
    @thebiggabriel 3 місяці тому

    I love you sir

  • @yousefslimani99
    @yousefslimani99 2 роки тому

    MG Bright Man is The Most Annoying Boss on This Game Ever!!

  • @thecrownedninja3121
    @thecrownedninja3121 Рік тому +1

    Your calling them users like they are multiplayer gamers