I agree, those two are good. I wish a hacker would redo them though. They sound like Sega game music, not what the SNES is usually capable of. I think they reduced the storage and RAM memory allocation on music & sound compared to the previous game though, and X3. I thought their instrument choices were pretty questionable and "tinny" as well 🎶🎵 I think there's a sound channel missing or two throughout most of the sound tracks, dedicated for extra SFX in the play space, if I'm not mistaken. The samples are lower in frequency as well. I think they did this to shave space. I'm a pretty huge programming, music & sound guy when it comes to games 😂 Sorry to nerd all the way out on this comment. X2 sounds always bothered the hell out of me 😆
@@MurseSamsonI'm glad that you mentioned that. The X2 instrumentation, especially for the melodic lines, has a whiny vibrato that creates a really aggravating pitchiness to the music. This leaves stages like Flame Stag, the X Hunter boss theme, Sigma II and the Sigma first form fight exhausting and obnoxious to listen to, largely because they're so constantly wobbling in and out of tonality with the overuse of the vibrato on melody lines. Compare this to more "stable" songs like Wheel Gator, Overdrive Ostrich and Sigma I, and you can really feel the difference. I think it'd be wrong of me to blame just one aspect of the instrumentation of X2, but the "lead guitar" instrumentation of this game is just unpleasant to listen to, especially compunded with the overall "thinness" of the music in general you mentioned. X1 and X3 have these very lush, "thick" qualities to their OSTs (X3 has been one of my favorite OSTs since I was seven years old, and I'm 35 now...but I know that is not a popular opinion and I understand why), and I just couldn't put my finger on that thin quality until you explained it. Thank you!
@@Supersmartandfunnyguy Dude, great explanation as well on your part! Really appreciate that. I'm a music & sound "fan", but I'm more of a physics, math and programming guy. I just assumed that they went this route to trim down on the ROM size or to boost processing and local SFX > music quality. 🤷♂️ I can see *how* it was done, but I'm just not sure why? 😂 You're correct about the guitar 🎸 the oscillating sound technique is pretty maddening. - Furthermore! Get this, you're gonna love this... This is one of a few (SNES) games that experiment with multi mono sound use. 🔉Meaning, it plays different sounds in different speakers, 🔉to try to give more depth & channels available for sounds. This also means, they had the processing power for it, but not the memory size. 💾 "Samples" are literally real life sounds that are pre-recorded, and played back during the game for SFX or OST. They take up the most memory space, but sound the best. Explosions are usually SFX Samples, and that's why they sound good. The rest is up to the programmer and the chips they have on board 🤷♂️ If they have the processing power, they can do a lot of orchestration, like here in X2. But the instrument choices and melodies are much less forgiving, because once you've chosen a few you're boxed in to your follow up choices as well. And that goes for SFX and OST alike. And you can only have so many channels 🤷♂️ usually 8-12 on the SNES. Sega Genesis was usually ~10. Most OSTs need 5 minimum to sound good. But X2 is working with 4 for the music, but in dual Mono Sound. (So 4 x 2 = 8, right? That's fine?) Any poor choices for music and sounds are even more apparent when they run in this mode. This is why the oscillating sound hurts so much! 👂😆 The advantage is, you can hear a lot more SFX playing at once if they happen. However, they still might not sound great 🎼 and in some games it can sound like a complete cluster of awful low quality noises. 🫠💥💥💥 The Sega Genesis was notorious for having to deal with these problems and USING multi Mono Sound to get around the channel limit to save memory space and not to use samples because the cartridges were smaller & the system was only ~85% as powerful. Some classics, like Streets of Rage II, did it well and there's a reason it's such a masterpiece for music in the industry. Other games on the system are much worse and do not sound so great with this speaker splitting technique (Sonic 2 is basically all Full Stereo samples, Sonic 3 is all split Dual Mono, with few samples). Mega Man 4 on NES used this technique as well, and it was pretty good there. Here, in Mega Man X2, with the instrument choices they made, this oscillation between speakers sound is MADDENING to me. 😂 Not to mention the samples that they do have sound like they are missing a channel or two, which is BECAUSE they are using dual mono - they had to pick a lower priced but fast chip to do this type of sound, and you can't take that choice back to play a high quality sample. You just lose part of the sample and it sounds weird. You can test to see if a game has this shortcut technique this by just listening to them with some headphones, and leaving one out. Some games sound the same... Others sound completely different, or horrible! 😂 X1 & X3 for the most part, don't do this. They used more expensive hardware, lots of samples for *just* the right tones 🎶 and didn't skimp on the equipment and memory chips 👍👍
That's a very, very tight jump I didn't believe was possible as a kid. You need to let X fall away from the wall before jumping off, and even then it's probably a one or two pixel window where you jump off the second wall without actually touching it.
They can swap weapons and shoot extremely quickly because it's a tool assisted speedrun, meaning the game was played through frame by frame with heavy use of savestates to produce a (theoretically) perfect playthrough that would be impossible for a human to do in real time.
I don't know if you play on your cell phone or PC, but when I used snes9x e+ (or something like that) on my cell phone, I went to the settings and activated "y turbo".. On the PC it's the same emulator as the Android, just I don't remember how I configured it to activate "Y Turbo", see a tutorial.
Es un TAS (Tool Assist Software) run, visualmente se ve que es una habladuría pero realmente el jugador graba y realiza las acciones frame por frame, y luego cuando lo tiene listo se ve así. Estos runs están para ser un espectáculo para nosotros, para ellos hacerlo lo mas inhumanamente posible y entretenido.
11:34 He lets the block fall on him but instead of smooshing him, it pushes him forward a few pixels. I love TASes so much.
This actually isn't a TAS strat. This is done in regular speedruns consistently.
1:25 I love that orb effect
18:09 one of the best OSTs in the Mega Man X franchise
33:24
I agree, those two are good. I wish a hacker would redo them though. They sound like Sega game music, not what the SNES is usually capable of.
I think they reduced the storage and RAM memory allocation on music & sound compared to the previous game though, and X3. I thought their instrument choices were pretty questionable and "tinny" as well
🎶🎵 I think there's a sound channel missing or two throughout most of the sound tracks, dedicated for extra SFX in the play space, if I'm not mistaken. The samples are lower in frequency as well. I think they did this to shave space.
I'm a pretty huge programming, music & sound guy when it comes to games 😂 Sorry to nerd all the way out on this comment. X2 sounds always bothered the hell out of me 😆
@@MurseSamsonI'm glad that you mentioned that. The X2 instrumentation, especially for the melodic lines, has a whiny vibrato that creates a really aggravating pitchiness to the music. This leaves stages like Flame Stag, the X Hunter boss theme, Sigma II and the Sigma first form fight exhausting and obnoxious to listen to, largely because they're so constantly wobbling in and out of tonality with the overuse of the vibrato on melody lines. Compare this to more "stable" songs like Wheel Gator, Overdrive Ostrich and Sigma I, and you can really feel the difference.
I think it'd be wrong of me to blame just one aspect of the instrumentation of X2, but the "lead guitar" instrumentation of this game is just unpleasant to listen to, especially compunded with the overall "thinness" of the music in general you mentioned. X1 and X3 have these very lush, "thick" qualities to their OSTs (X3 has been one of my favorite OSTs since I was seven years old, and I'm 35 now...but I know that is not a popular opinion and I understand why), and I just couldn't put my finger on that thin quality until you explained it. Thank you!
@@Supersmartandfunnyguy Dude, great explanation as well on your part! Really appreciate that. I'm a music & sound "fan", but I'm more of a physics, math and programming guy. I just assumed that they went this route to trim down on the ROM size or to boost processing and local SFX > music quality. 🤷♂️ I can see *how* it was done, but I'm just not sure why? 😂
You're correct about the guitar 🎸 the oscillating sound technique is pretty maddening. - Furthermore! Get this, you're gonna love this...
This is one of a few (SNES) games that experiment with multi mono sound use. 🔉Meaning, it plays different sounds in different speakers, 🔉to try to give more depth & channels available for sounds. This also means, they had the processing power for it, but not the memory size. 💾
"Samples" are literally real life sounds that are pre-recorded, and played back during the game for SFX or OST. They take up the most memory space, but sound the best. Explosions are usually SFX Samples, and that's why they sound good.
The rest is up to the programmer and the chips they have on board 🤷♂️ If they have the processing power, they can do a lot of orchestration, like here in X2. But the instrument choices and melodies are much less forgiving, because once you've chosen a few you're boxed in to your follow up choices as well. And that goes for SFX and OST alike. And you can only have so many channels 🤷♂️ usually 8-12 on the SNES. Sega Genesis was usually ~10. Most OSTs need 5 minimum to sound good. But X2 is working with 4 for the music, but in dual Mono Sound. (So 4 x 2 = 8, right? That's fine?) Any poor choices for music and sounds are even more apparent when they run in this mode. This is why the oscillating sound hurts so much! 👂😆
The advantage is, you can hear a lot more SFX playing at once if they happen. However, they still might not sound great 🎼 and in some games it can sound like a complete cluster of awful low quality noises. 🫠💥💥💥
The Sega Genesis was notorious for having to deal with these problems and USING multi Mono Sound to get around the channel limit to save memory space and not to use samples because the cartridges were smaller & the system was only ~85% as powerful. Some classics, like Streets of Rage II, did it well and there's a reason it's such a masterpiece for music in the industry. Other games on the system are much worse and do not sound so great with this speaker splitting technique (Sonic 2 is basically all Full Stereo samples, Sonic 3 is all split Dual Mono, with few samples).
Mega Man 4 on NES used this technique as well, and it was pretty good there. Here, in Mega Man X2, with the instrument choices they made, this oscillation between speakers sound is MADDENING to me. 😂 Not to mention the samples that they do have sound like they are missing a channel or two, which is BECAUSE they are using dual mono - they had to pick a lower priced but fast chip to do this type of sound, and you can't take that choice back to play a high quality sample. You just lose part of the sample and it sounds weird.
You can test to see if a game has this shortcut technique this by just listening to them with some headphones, and leaving one out. Some games sound the same... Others sound completely different, or horrible! 😂
X1 & X3 for the most part, don't do this. They used more expensive hardware, lots of samples for *just* the right tones 🎶 and didn't skimp on the equipment and memory chips 👍👍
@@Mega_m4n_X sucks!
Seeing X2 speedruns are interesting to watch. Especially since the game is all about speed.
I managed to get the arm power-up without the airdash or strike chain once. I've never been able to replicate it
That's a very, very tight jump I didn't believe was possible as a kid. You need to let X fall away from the wall before jumping off, and even then it's probably a one or two pixel window where you jump off the second wall without actually touching it.
@@LevantineR1 I got lucky and did it by accident. Was never able to pull it off a second time no matter how many timesi tried
The last time I played MMX2, I managed to make the perfect jump, it took about 9 attempts I think... And the background was at night on the stage.
As a kid, I had a friend who could do all that stuff, but I've always sucked at Mega Man games
1:34 Best pass screen music ever
Now I'm gonna have to go loop the SPC in my music player all night
18:09 when you pissed off a very angry X
Still my favorite X game, X4 is a close second though
very good run, please more :D
13:42 where his shell go 😂
F for my boy GBD
He bravely sacrificed himself again to save 440 more frames. F
F
F
F
F
So clean, insane.
21:35 いつも昇竜拳とっちゃうからこのルート初めて見れた
I didn't know you can use the Strike Chain to move fast by grabbing walls!
I mainly used it for Virus Sigma.
X got ahold of the amphetamines
I know for a fact I had a cart for this but it disappeared IDK where it went
What are the time saves vs Hetfields tas?
I think Magma Centipede's got one of the timesaves (and also doesn't have the cool wall jump sound sync)
I’d be so interested in seeing a controller graphic that depicted all the button presses happening during the TAS.😂
love this shit man
Crystal Snail’s boss fight, though…
Electric boogaloo
wow
nice play pal
I'm not your pal, ntsc
:P
@@nsf001-3 oh I thought that the people like you is already had been extincted.
@@nsf001-3 I'm not your NTSC, SECAM
Finaly. Version US
やはりX2のアームパーツは強い。
29:50. 30:12.
いつかx2タイムアタック 30分切る瞬間を見たい
Which emulator do you play on? And how can you shoot so fast?
They can swap weapons and shoot extremely quickly because it's a tool assisted speedrun, meaning the game was played through frame by frame with heavy use of savestates to produce a (theoretically) perfect playthrough that would be impossible for a human to do in real time.
I don't know if you play on your cell phone or PC, but when I used snes9x e+ (or something like that) on my cell phone, I went to the settings and activated "y turbo".. On the PC it's the same emulator as the Android, just I don't remember how I configured it to activate "Y Turbo", see a tutorial.
Se nota que esta programado para ganar, porque su disparo de buster de 1 solo punto solo baja al villano 1 linea de vida y no 4
Es un TAS (Tool Assist Software) run, visualmente se ve que es una habladuría pero realmente el jugador graba y realiza las acciones frame por frame, y luego cuando lo tiene listo se ve así. Estos runs están para ser un espectáculo para nosotros, para ellos hacerlo lo mas inhumanamente posible y entretenido.
Can you no hit
No it’s slower
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