Retro Gamer

Mega Speeds

This speedrunne­r, known on Twitch and Twitter as cyghfer, can beat the game in just 26:37!

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When did you first encounter mega man ii and what did you think of it?

I knew of Mega Man as a kid, but since I started having an impact on our household’s videogame purchases during the N64 era, it wasn’t a series that was really on my radar. It was much later, during a period of exploring NES games via emulation, that I played through all six NES Mega Man titles. Mega Man II definitely made the biggest impression on me.

What makes the game well-suited to speedrunni­ng?

Mega Man II is a game with simple movement on the surface but a wealth of deceptivel­y difficult tricks when you attempt to push the game to its limit. The most fundamenta­l trick used to progress quickly through the game is the horizontal zip, where you manoeuvre Mega Man into a ceiling in one of several ways and then kick off a sequence where Mega Man moves rightward one tile per frame – that is to say, very fast.

One of the other main attraction­s of the Mega Man II speedrun is its varied and interestin­g set of boss fights. Almost every Robot Master fight in the game requires interestin­g and difficult movement to take down optimally, or to react favourably to a wide array of random patterns. Mega Man II is among the most competitiv­e speedruns from the 8-bit/16-bit era, and it is a game that demands persistenc­e and rigor from the player.

How much practice have you put in to reach your personal best of 26:37?

I would estimate that my total amount of time put into the Mega

Man II speedrun is around 2,000 hours, give or take 500 in either direction. This includes initially learning the game, investigat­ing possible strategy and route improvemen­ts, practicing the game, and doing runs. Probably around 40 per cent of that consists of practice.

What are the common stumbling points when you’re trying to put together a run?

The most notable sections in the run where run-ending mistakes occur are the ‘open air’ section in the Air Man stage, the start of the Crash Man stage, the three screens with the fire-breathing dogs in Wood Man, the major tricks in Wily 1, and many screens in Wily 4. However, there are many more spots that won’t usually outright ‘kill’ a run, but where significan­t mistakes still occur frequently: the rest of the Clash Man stage, the Quick Man stage fight, the ‘item-2 zip’ in the Bubble Man stage, more spots in Wily 4, and many spots in the Wily 5 refights. Really, the run can die anywhere.

Do you think there’s much scope for improvemen­t on your time, and do you plan to try beating it?

A few years ago, these kinds of times would have been considered nearly unbeatable, and all competitio­n would have more or less died out barring significan­t new strategy discoverie­s. However, our collective level of consistenc­y and knowledge has risen to the point where the frontier for a realistic time in Mega Man II appears to be somewhere around 26:25.

When I returned to Mega Man II speedrunni­ng late last year, my best was 27:01. I pushed hard to lower my best time to the 26:37 I have today, and I needed a break from the grind. But I’ve come to realize that pushing myself in Mega Man II is one of the endeavours that gives me the most meaning and joy in life.

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