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The Mega Man Discussion Thread


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#106 DarkFlameWolf

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Posted 24 September 2014 - 09:09 PM

I'm an old school gamer and I still say that argument is a load of fething crap and deep down you know it; trying to argue a pointless case with a hopeless case as your defendant. Boobeam was just bad design any way you slice it. Even IF you memorized the whole fracking boobeam room layout and how to solve it, even the simplest mistake could hose you over royally and cause you a death, not ONLY that but it loads you up several rooms back where the chances of recovering all that crash bomb energy is next to zero. You gotta ride the platforms and shoot the tellies and get extraordinarily lucky with them big weapon energies! Its not a design philosophy, its just bad design, period. You don't ever do that to a player where a single fight, or section can be so annoyingly unrecoverable that it forces many to quit the game. I dread playing Mega Man 2, not for the Quick Man beams, not for Wily Stage 1 boss (which is an issue in itself, if you die, you are sent back to a point BEFORE the required usage of an item with no real quick or reliable way to regain weapon energy for said item thus possibly getting you stuck for good, ANOTHER BAD DESIGN DECISION) but for Wily Stage 4 boss. I can usually rail through the game quite easily up to that point and that lone boss can make or break a run for me; Not even Wily Pod 7 had this much dread from me. You have to understand that the designers were still new to the whole game making business of creating Mega Man games, they were still feeling out what worked and what didn't in game design. This was just an instance where they failed to understand what made good game design. Plain and simple. I am now shutting off all opposing comments and becoming like the other side now. Bwhahahahahaha

/end awesomely awesome rant

 

Now as for your other question, these are NOT Megaman hacks, but they are still Megaman fan games, but I'd recommend Megaman Unlimited and Megaman Rock Force. They are solid games, feel true to the source and actually play control is quite solid in both games. I highly praise each. And (shameless plug) my upcoming Revenge of the Fallen game which should hopefully be released this holiday season!

 

Favorite weapon(s)? Ice Slasher from MM1, Metal Blade from MM2, Shadow Blade from MM3, Drill Bomb from MM4, Can't recall any from MM5, Silver Tomahawk in MM6, None in MM7 and MM8, Black Hole Bomb/Silver Trident from MM9, Can't recall any in MM10.


Edited by DarkFlameWolf, 24 September 2014 - 09:09 PM.

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#107 KingPridenia

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Posted 24 September 2014 - 10:06 PM

I agree DFW. I really think it's annoying how people in general will rag on a mediocre game for a design flaw, but if it's in a Mega Man game, oh it's okay. No it's not. You have some random game people probably never heard of that has hidden stuff you would never find without using a guide. People would treat that game like it's the WORST GAME EVER. But what about the original Legend of Zelda? How were you supposed to know in the 2nd quest you could walk through walls? There is NOTHING suggesting it at all. No old man with a crappy cryptic Engrish hint, no signs that you could do that in the room, N-O-T-H-I-N-G. Yet don't you DARE talk bad about it!

 

On the topic of game design, back then, games were really short for the most part. A pro could beat Mega Man 2 in half an hour and beat 3-6 in around 40-55 minutes. What made games "long" is the fact they were so brutally difficult, even to the point they got to be borderline unfair. Take any old game such as the Legend of Zelda or Zelda 2. Are they long games? Not really. Do they take a long time to beat if you're not using a guide and can't figure things out by pure chance? Definitely. For the longest time in Zelda 2, I didn't even know the Hammer could knock down trees, so once I beat the 6th palace, imagine my confusion when I couldn't progress the game. That too is bad design. At least a cryptic hint? Was that too much to ask for? Something like KNOCK DOWN TREES IN SOUTHERN WOODS.

 

I know this is off-topic, but why do people excuse poor game design in "good games" yet in "bad games" people will fault the game in question? I do apologize for the mostly off-topic post.



#108 Air Luigi

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Posted 24 September 2014 - 10:28 PM

DFW:

The walls that you destroyed in the boobeam trap are gone even if you died :/ So, in the second try you can even miss two bombs... I never said that was good design, but it's not as game breaking as you are suggesting. The game has another strong points, but there isn't any interest in commenting these -_- Inspired robots, stages, music, weapons, blablablabla. And all the game was new. I said before, if you read in the thread, that 4-5-6 have better design than 1-2-3. But do you know something? Design is overrated. Why? Because even with these flaws, the first games got more love. That's a fact, not only my opinion. 4-5-6 are souless games, they are fun, but that's all. But I won't miss more my time with people that only care about technical design when there are more factors in a game, and just rant a game because a... room?. Even if it's the worst boss/room ever, that's a nonsense.

Ah... and a fatal flaw it's the sparse placement of enemies in MM3, or the jet in MM6. These things affected the whole game ;)



#109 Haylee

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Posted 24 September 2014 - 10:55 PM

Can't we all agree that I've never played a Mega Man game?

 

But seriously, this little debate is starting to get a little silly. This is a topic about discussing Mega Man, not debating whether what's better and what's not, that's what debate topics are for, let us all sit down, and enjoy ourselves, and the entries of the series that we enjoy. After all, only rarely, can you disprove opinion, and that time isn't now. ^_^

 

Anyways, back to my question, actually. I've only played 4 Mega Man games: X1, X7, X8, and Network Transmission. I never really got that far in any of these games. So anyways, this thread makes me want to get into the series now, so I'm thinking of which game to play. And don't forget, no "Play this one cause it's the best" since after all, that starts endless, and harmless debates. ^_^


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#110 Aevin

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Posted 24 September 2014 - 11:14 PM

Perhaps 4? It doesn't have any of the really frustrating stuff of the really early games, but still feels fresh and interesting. And it's the one that introduces the iconic charge shot.

 

I haven't heard many people talking about Mega Man and Bass (aka Rockman and Forte) in here. This was actually one of the first MM games I played, and in spite of it being pretty challenging for me, I really enjoyed it. The branching path idea was interesting, although it really narrowed down boss weaknesses. Sometimes it feels like I'm the only one who played this ...  The GBA port was far inferior, mostly due to screen size issues.



#111 The Satellite

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Posted 24 September 2014 - 11:23 PM

Agreeing that 4 would be a good starting point, or 3. They'll better ease you into the series. They're among the most polished and you can definitely jump in much easier. Might just say go with 4, to be honest.



#112 Moosh

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Posted 25 September 2014 - 03:35 AM

And I just beat Megaman 2 on difficult. Here's my thoughts on various things:

 

Stages:

The 8 robot master stages were all a step up from Megaman 1. None of them were particularly fantastic, though. Just about every stage had a serious flaw that managed to piss me off (some of Quickman's lasers, Heatman's yoku block sections, Woodman's enemy spam, ect). The Wily stages are where things seriously began to fall apart. The first two stages rely too much on the numbered items and do dick moves where you have to use it again if you die to the boss and run out of weapon energy and have to grind. The third Wily stage was really short and unremarkable (although I might have had a few unrealistic expectations for it having seen better water stages in various fangames). The fourth stage wasn't all that bad, but my memory of it was marred by the Boobeam Trap which I consider to be part of the stage instead of a boss. It's more of a puzzle, really.

 

Bosses:

The eight robot masters were a mixed bag. Bubbleman, Heatman, and Metalman were pretty good. Airman and Quickman felt very luck based whether or not you get hit at times. Crashman was kinda dumb. I didn't like him that much. Flashman I only actually got to see what he did once because I killed him too fast. Woodman felt really weird to fight because he creates leaves all over the place, but you're basically locked in one space on the screen to dodge it. He doesn't really feel like a boss because you don't get to move. Going back to Quickman, I really liked the concept behind him, but he seemed way too random and the only thing keeping him in check was the stage. During the rematch fights he was brutal, but in his stage he was a wimp. So I wasn't big fan of all the robot masters, but they were a step up from Megaman 1. The Wily stages cancel out anything nice I have to say about the robot masters. The dragon was a terrible boss not just because you continue back before the Item 1 screen, or even because of the instant death caused by knockback, but rather how the boss's size slowed down the game and made me go invisible. Really the instant death wasn't that bad and I would have called it a good boss had the lag not been a thing. It's no Yellow Devil. Then there's Picopico-Kun...He was...A thing I guess? It's a neat idea if not a little weird. It was ruined by Item 1 shenanigans once again, though. Stage 3 had a boss? I must have blinked and missed it. The Boobeam Trap is basically a stage puzzle like I said. It's a cool idea, but having to use every crashbomb and mandatory damage over time made it almost as bad as the dragon in my eye. It may have helped it that I guzzled energy tanks during the fight and did it on my first try. The Wily machine and Alien Wily felt pretty bland like they ran out of time. I never figured out how to dodge the Wily machine's attacks in its second form and Alien Wily took too many hits (also no way to refill Bubble Lead what the hell?) but mostly they were just dull. A real let down of a final boss.

 

Weapons:

Megaman 2 had a nice diversity of weapons that all had their uses. That can be said of any Megaman game, though, so it's really not all that special. I really liked the Quick Boomerang and Air Shooter. It's a shame they didn't get more use. I also liked the idea behind Atomic Fire, although it ate up too much energy and I couldn't get it to work consistently. Sometimes while I was charging it it would drop its charge randomly which was really annoying and made me give up on the weapon. The Bubble Lead saw some cool usage in Wily stage 4, but then promptly fell out of favor with me after I had to use it on the final Wily where it was possibly the worst weapon to hit him with. Time Stopper was a really cool idea, but the inability to turn it off after use made it pretty worthless. Leaf Shield was invaluable, yet its mechanics did not make sense to me entirely. I expected to have to press the button again to release the shield, but instead I had to press a direction. If my friends hadn't told me I could keep it out by standing still I would never have realized it and would have suffered through hell on Wily stage 4. And now let's talk about the elephant in the room: The Metal Blade. It's the single most overpowered, imbalanced weapon ever. It completely maims bosses, shoots in 8 directions, deals more damage than the buster, and barely takes any weapon energy to use. There are no other weapons.

 

Also Items 1-3 suck because of how they were used in the Wily stages.

 

Difficulty:

So I played on difficult...*Shrugs*

 

At times I could definitely tell I was playing on hard mode, but most of the time the game wasn't that hard. The robot masters ranged from hard to crazy hard without the buster, but with their weaknesses they all went down pathetically easy. Except Quickman. He knew how to fight back. And this is the hard mode? I'd hate to imagine what the normal mode is. Actually I don't have to. I tried it and did Quickman's stage first no problem. So yeah...The enemy damage was also all over the place. There were tiny things doing crazy damage and huge things doing not much considering. The same was the case with enemies taking damage. The Wily stage three boss (it had a boss?) went down super quickly compared to others like the dragon, Picopico-kun, and even Metalman (oh yeah, I almost died to Metalman). The final few bosses did pretty high damage but they weren't the hardest parts of the game, oddly enough.

 

Music:

Well it's Megaman, so you know it's gonna be good. It's all good stuff, but nothing really stands out as a favorite save for...*Sigh*...Wily stage 1. Admittedly, it's good enough to deserve all the attention it's gotten.

 

Best Mega?

:wth:

 

...You're joking, right?

 

...No.


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#113 DarkFlameWolf

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Posted 25 September 2014 - 04:21 AM

Moosh is my hero! *glomp tackes Moosh*

 

Anyway, Megaman NETWORK TRANSMISSION! I LOVE THIS GAME! Sure its basically a MM Classic knock off set in the Battle Network universe where the gimmick is using chips as your primary forms of attack rather than weapons. But I loved the new spin they put on the classic style mega man and brought back some of the more popular robot masters in battle network form! Sure it can get a bit cheesy at times but the challenge was spot on and it truly required you to think outside the box and utilize all the battle chips you had at your disposal to win. Bright Man comes to mind who would block all your attacks and retaliate unless you had a good setup of chips to combat his battle routine. I loved strategy like that and it made the robot masters a lot less dull in many cases. The only letdown? The final boss, he is ridiculously easy compared to the rough challenge of the rest of the game.



#114 Eddy

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Posted 25 September 2014 - 11:26 AM

So uh, I might get people quite excited to say I'm finally playing a Mega Man game properly. I've played X1, X2 and X3, but I cheated a lot when playing (savestate abuse... don't kill me MM fans, I beg you). But anyways, I've started off with MM1 yesterday. I need a starting point to play the Mega Man games properly and I felt MM1 is the best place to start.

 

Progress report on MM1 so far: Started Cutman's stage, my first stage. I game over'd already and died after that. Great start!

 

I guess my thoughts so far would be that Cutman's stage is alright, the sliding enemies in the 'corridor' sections are kinda annoying, but not too bad. Music is pretty good so far (though I've only heard one stage song XD). So yeah, I don't have a lot to say right now since I just got into it. Hope I can do well later on (doubt it though)

 

Lejes and TS also warned me about dying a lot... I'm gonna have a lot of fun with this :P


Edited by EddyTheOliveira, 25 September 2014 - 11:27 AM.

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#115 Air Luigi

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Posted 25 September 2014 - 03:28 PM

Although I agree with Moosh about a lot of things about MM2, and he has all my appreciation... I would love to read something about the art and how these games can inspire people. Anyone is capable to see the surface in a game, the technical design... But what about the overall experience?

Imagine that we would review a game like Earthbound only for the technical design... Man, that can be very sad =( I don't think people play Earthbound precisely for the gameplay, and it's a cult classic of gaming... 

 

I know Megaman games are platformers, so, obviously technical design is important... But MM2 doesn't step to video gaming history only for that...

Read this article about the ending of MM2, this is the game I played a ton of times:

 

 


Your first move in Mega Man 2 is to put on a hat. The title screen of Capcom’s iconic NES action game depicts our hero standing atop of a futuristic skyscraper in blank-faced reverie. His curly locks twirl in the wind. The kid is at peace. Then you press “Start,” and Mega Man’s hair disappears under a blue plastic approximation of an early 20th-century football helmet. The boy is gone, replaced by a warrior. Time to fight.

It’s easy to forget this quiet prelude amid the ensuing flash. Even moreso than its predecessor, Mega Man 2 solidified the template for the series. You defeat eight robot bosses who are ensconced in compounds filled with evil bots and death traps. Then you enter the headquarters of Dr. Wily himself—a vast lair that places increasingly ludicrous demands on your reflexes. It doesn’t feel right to say that Mega Man 2 is violent, per se. Your default sidearm is a glorified pellet gun, and your foes’ best weapons include a compressed-air dispenser and a shower of falling leaves. But the game is certainly bombastic, and by the time you reach the inner keep of Wily’s techno-castle, the sensory overload is intense.

That excess is what makes the game’s climax so striking. After the first 99 percent of Mega Man 2 builds up tension and spectacle, the final moments quietly strip away the artifice, layer by layer.

 

Dr. Wily

Once you re-defeat each of the game’s eight “Robot Master” bosses—these recapitulatory showdowns are another Mega Man staple—you face off against the evil genius responsible for all the mayhem. The fight takes place against a stark black background, a presentation that focuses your eye on the hovering dreadnought that fades into view. Wily’s airborne tank is festooned with tubes, panels, and wiring. There’s even a small propeller on the rear end, which hardly seems functional. It has to be a touch of nostalgic vanity on the doctor’s part.

Indeed, most of Wily’s ship is there for show. It’s a masterpiece of psychological warfare. Yet once the sense of shock and awe fades away, players inevitably notice that the ship isn’t terribly agile. It wobbles back and forth, burping out an orb of energy every once in a while. For anybody who has made it this far in such a difficult game, Wily doesn’t provide too much of a challenge.

But then the first facade falls away—literally, in this case. When you drain Wily’s ship of energy, the front piece shatters and the mad scientist powers up again. Now the machine wobbles faster and burps more often, and you’re caught in a battle of attrition. It’s practically impossible not to get roughed up in this fight. You just have to outlast the bastard.

The “megaboss revealing his true form” is an extremely common trope in video games, and Mega Man helped to establish it. As narrative devices go, it doesn’t make much sense. Even the most overconfident and deranged villain would be foolhardy to save his most powerful weapons for the moment when his back is against the wall. But the underlying idea—that an evildoer’s true form is even more fearsome than you would have imagined—has an obvious potency, so I’m not here to quibble with it. Especially because Mega Man 2 plays with this trope so beautifully.

This whole sequence—Wily’s ship appears, you defeat it, Wily’s TRUE ship appears—is an echo of the original Mega Man, which ended with a similar battle. In the first game, Wily falls to the ground in defeat after you dismantle his precious airship. Mega Man 2 gives every indication that it intends to reprise that drama, until it doesn’t. Here, you beat Wily, and he zips away in a flying saucer. The ground crumbles beneath your feet, and you fall into blackness. The stage is struck. The show’s over.

 

The Cave

Mega Man 2 has a superb soundtrack, with some of the catchiest “chiptunes” ever composed for the NES’ modest audio circuitry. Yet the game’s most effective use of sound may be the silence that accompanies this final area. The lights come up on Mega Man, still falling into an impossibly deep pit. This cavern has a different look from the rest of the game, dirtier and more organic. It feels like we’re backstage, in the part of Wily’s castle that we weren’t meant to see.

Yet the cave is just another put-on, another facade, and Mega Man 2 hints at this reality with a poetic flourish of level design. You advance into a hallway dotted with puddles of acid that drip from the ceiling. More traps. As seen in the video above, they demand careful timing if you hope to make it out unscathed.

Or so the designers would have you think. In fact, the cave poses no challenge as long as you just keep moving. Until now, the best policy has been caution. Think before you move. Wait for your moment. Here, you ought to surge headlong into the void. The acid drips are a mirage—they only become death traps if you perceive them as such. There’s a lesson here.

 

The Alien

The radio actor Ed Gardner once joked that if you scratch beneath the phony tinsel of Hollywood, you find the real tinsel. The Alien is the “real tinsel” of Mega Man 2. After you emerge from the cave, you burrow deeper into the bizarre truth of Dr. Wily’s existence. The backdrop falls away, dumping Mega Man into outer space. You’re somehow weightless, hurtling through the stars, yet still grounded to the bottom of the screen (the first hint that something is amiss). Wily jumps out of his flying saucer and morphs into a creepy green extraterrestrial with a glowing red rib cage. This, at long last, must be the madman’s really truly true form!

Capcom’s designers play another nasty trick here, as players discover that their weapons are useless against the Alien. This otherworldly specter invites you to use overwhelming force—the proverbial “nuking from orbit” is the only way to be sure, right? But the usual go-tos in Mega Man’s arsenal are no use here. Whether it’s the fireworks of the Crash Bomber or the razor-sharp barrage of the Metal Blade, your attacks don’t faze the alien. Only the puny Bubble Lead, which sputters out of Mega Man’s arm cannon like so much regurgitated baby food, does any damage. It’s probably the last weapon that many players would try. Your fancy guns are not what you thought they were.

Neither is the Alien. Deliver the final blow and the stars vanish, revealing that the whole Alien fight (and possibly more of your quest, and possibly all of it) took place in Dr. Wily’s holodeck. His true form isn’t more fearsome than you imagined after all—it’s much less. In the end, he’s an overzealous coward who hides behind his machines. Your victory isn’t just in defeating him, but in peeling away his artifice to expose and humiliate a small man.

 

The Walk Home

Mega Man 2’s epilogue has earned it a spot on countless “best game ending” lists, and you only have to watch it to see why. The composition and refinement of the animation are startlingly modern for a 1988 NES game. On the right side of the screen, we see Mega Man calmly walking, presumably toward the bucolic village depicted on the left. As Mega Man strolls along, the seasons come and go. He changes color to match the weather, observing a profound passage of time. (Mega Man’s color changes when he switches to a different weapon, so it’s moving to see the effect used here for aesthetic harmony rather than for combat.)

It strikes me that Mega Man walks. Whenever he finishes a level, Mega Man typically teleports back to home base to recover and to be outfitted with new weaponry. But when his quest is over, he walks. Perhaps his masters forget about him just that quickly—now that he’s done his duty and defeated Dr. Wily, they don’t see any reason to beam him home. (Defying quantum physics must make for one hell of an electricity bill, after all.)

I believe, though, that our hero chooses to walk. The fancy teleportation trick is something he uses when there’s a war to be won. Once the fighting is over, his overwhelming urge is to be human again, or as close as he can come. He doesn’t want to be Mega Man, the warrior, any longer than he needs to be. So he walks home on his own two legs, even if it takes the better part of a year. It’s ascetic, and it’s honest.

This interpretation is borne out by the closing shot of the epilogue: Mega Man’s helmet on top of a knoll, its wearer nowhere in sight. Bookending that first moment of the game, in which Mega Man straps on his helmet and set to work, this is one of the most powerful images of the NES era. It recasts Mega Man as a reluctant hero. By placing the helmet where we can see it and removing himself from the picture, Mega Man is peeling off one last bit of stagecraft.

The scene creates a poignant distance between the player and the hero. It gives Mega Man a soul of his own, apart from you. All that fighting and destruction were the product of a role we had the kid play, a role represented by the warrior’s helmet. In other words, Mega Man 2 was a show for your benefit, and now the kid wants his privacy. We had our fun together, he says, but you don’t get to know the real me—that final truth is mine alone. You can keep the hat.

 

Questmakers could take notes of this, very few quests can do this well.


Edited by Air Luigi, 25 September 2014 - 03:45 PM.


#116 Evan20000

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Posted 25 September 2014 - 03:57 PM

So uh, I might get people quite excited to say I'm finally playing a Mega Man game properly. I've played X1, X2 and X3, but I cheated a lot when playing (savestate abuse... don't kill me MM fans, I beg you). But anyways, I've started off with MM1 yesterday. I need a starting point to play the Mega Man games properly and I felt MM1 is the best place to start.
 
Progress report on MM1 so far: Started Cutman's stage, my first stage. I game over'd already and died after that. Great start!
 
I guess my thoughts so far would be that Cutman's stage is alright, the sliding enemies in the 'corridor' sections are kinda annoying, but not too bad. Music is pretty good so far (though I've only heard one stage song XD). So yeah, I don't have a lot to say right now since I just got into it. Hope I can do well later on (doubt it though)
 
Lejes and TS also warned me about dying a lot... I'm gonna have a lot of fun with this :P


You should start with Elecman. He's by far the easiest robot master to start with. chansub-global-emoticon-ddc6e3a8732cb50f
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#117 Aevin

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Posted 25 September 2014 - 04:03 PM

So uh, I might get people quite excited to say I'm finally playing a Mega Man game properly. I've played X1, X2 and X3, but I cheated a lot when playing (savestate abuse... don't kill me MM fans, I beg you). But anyways, I've started off with MM1 yesterday. I need a starting point to play the Mega Man games properly and I felt MM1 is the best place to start.

Go, Eddy! Ganbatte!

 

I've only recently beaten a lot of them without savestates myself. (Usually it was saving before some of the harder Wily level bosses). Finishing 3 legitimately felt like a huge accomplishment.  Best of luck to you. :)


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#118 Eddy

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Posted 26 September 2014 - 10:34 AM

You should start with Elecman. He's by far the easiest robot master to start with. chansub-global-emoticon-ddc6e3a8732cb50f

I learnt that the hard way.

 

Go, Eddy! Ganbatte!

 

I've only recently beaten a lot of them without savestates myself. (Usually it was saving before some of the harder Wily level bosses). Finishing 3 legitimately felt like a huge accomplishment.  Best of luck to you. :)

Thanks! I'm pretty sure this is gonna be a big accomplishment for me to beat these games without cheating.

 

 

Talking about that, I played MM1 again last night. Here's a quick progress report: Cutman, Gutsman and Iceman beaten. Thoughts about the stages and bosses here:

 

Cutman's stage: Pretty alright, nothing much to say about it really. I died quite a lot at first, but got used to the way the stage played out and I eventually aced it. Cutman was actually kinda easy for me, though I do recall dying once or twice.

 

Gutsman's stage: I hate this stage. The start of the level sucked ass, mostly because of those damn moving platforms that just make you drop instantly when they go down. Just so you guys know, I got a game over about 6-7 times from that beginning part alone. My rage boiled quite a bit (I'm not good at that kind of thing). Gutsman himself was alright, but also kinda annoying. I did beat him after a few tries, but I really hate how he stuns you half the time when you're not jumping.

 

Iceman's stage: WOOOOP. WOOOOP. WOOOOP. Just listening to that for over half an hour getting through the disappearing blocks. The rest of the stage itself is alright, though slippery ice, ack. Iceman himself... Fuck. You. Iceman. I swear this guy is a pain to beat, especially trying to jump over all the ice shots which do a crapload of damage.

 

I then started off Bombman's stage. Seems pretty interesting so far...

 

So yeah, that's all I have right now. Also, after I finished playing, Nimono helped me out by giving a list of boss weaknesses. These may come in handy for later :P


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#119 DarkFlameWolf

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Posted 26 September 2014 - 08:10 PM

About that article, I have to laugh sometimes when people read far too deep into certain games. I highly doubt they were thinking about all that stuff when they were building the game. Now granted, could all those meanings be found in the game after the fact? Probably, but to attribute it to foresight or prior planning to ensure people got all the underlying concepts and emotions? Probably not.


Edited by DarkFlameWolf, 26 September 2014 - 08:10 PM.

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#120 Air Luigi

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Posted 26 September 2014 - 09:08 PM

You can laugh about anything you want, but people is still trying to find the Triforce in Ocarina of Time... or doing new theories about the ending in Earthbound. Ecco the Dolphin, Cave Story... I can write a book about those games...

A game that feel something more than a "toy"... it's the difference between the average designer and the art designer. I know that there are people incapable to appreciate the sublety and cohesion in a game, music, movie or any type of art, and I only can be sad for them. 




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