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#... like 'mega man 2 stage select'...
stardestroyer81 · 2 years
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Did y'all know that Amazon Man actually debuted in Rockman 2 and was cut so late into development that he ended up making an appearance in game's manual?
(Just to clarify, this is merely an edit! Check out the tags for full context!)
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galemasters · 9 months
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How Gunvolt lost its muse, literally and figuratively
So, if you're a Mega Man fan, you've probably at least heard of the Azure Striker: Gunvolt series, which is a spiritual successor to Mega Man Zero by the developer of those games, Inti Creates. The gameplay is fairly well-received, as a score attack focused side scroller with a speed running mode. The narrative, on the other hand, has often been decried as a rehash of Mega Man Zero, except replace "androids" with "psychics".
This take, I feel, is at least partly based on those who had played the game when it first come out and no longer cared about it, because if you had played the initial release you absolutely would have left with that impression. The thing is, that's because the original localization bastardized the whole thing. It was a very unfaithful translation which also cut out a lot of dialogue, namely the stage chatter and, most importantly, the slice of life snippets that could be accessed from the stage select menu. This meant that the primary theme of the game was lost.
In the original localization, the fact that you had to collect jewels for Joule in order to get the true ending seemed like a silly pun, but it's not just that. The game starts with Gunvolt rescuing and adopting her for a reason. She is the spiritual center of the game, not merely a gameplay mechanic to justify how Gunvolt can come back back to life powered up on defeat. Those slice of life snippets helped build up Gunvolt's relationship with Joule. The jewels you collected for her were used to create a necklace that blocked a bullet, allowing Joule to bring Gunvolt back when all seemed lost. This is because everything Gunvolt does is to protect Joule. She is his muse. The "humans vs. Adepts" plot is ultimately just a framework for this very relationship-focused narrative, which is quite different from Mega Man Zero. Zero had relationships, true, but the narrative was very much about the human-Reploid conflict and the role Zero played in it.
The sequel continued this. Joule is now just a ghost, and Gunvolt is hung up on this, but still inspired by her to keep pushing forward. Of course, the sequel also made Gunvolt's rival Copen playable. Copen actually has a muse of his own: his biological sister, Mytyl. In the ending, it's revealed that Mytyl was the original muse whose Joule's powers come from. Joule merges with her, so Gunvolt and Copen's final battle is over the Muse, as a singular entity. Regardless of who wins, they ultimately decide to let her have what she always wanted: a normal life. This devastates them, but it does mean that rather than Gunvolt or Copen getting a happy ending, the Muse does. This is because the Muse is the main character, not merely a damsel in distress to be stuffed in the fridge.
So, in that case, how do future games follow up on that? In Copen's case, his spinoff games are part of an alternate timeline. Additionally, the first spinoff game of his really is about the human-Adept conflict, and rightly so given that Copen's fatal flaw is his bigotry towards Adepts. For these reasons, I won't dwell on it. That said, they do manage to incorporate the idea of the Muse into the plot by revealing that Mytyl has been transformed into a monster, forcing Copen to put her down. The second spinoff takes place in an entirely different setting, weirdly enough, and has very little to do with the human-Adept conflict or the Muse.
As for the third mainline game, Gunvolt 2 ended on a cliffhanger. Gunvolt's mission control was revealed to have plans involving Mytyl. I was admittedly a little nervous about how they might follow up on that. Gunvolt 2 was effectively the end of the Muse's arc. Why take away their happy ending? So, I was hoping that Gunvolt 3 would find a way to make those plans not end Mytyl's normal life, or else do something different.
Gunvolt 3 actually did nothing with this cliffhanger. Instead, it's revealed at the beginning of the game that Gunvolt's powers spiraled out of control, causing him to almost kill the character that was set up as his future love interest in the previous game, Quinn. Out of fear, he turned himself into the evil mega corporation from the first game, Sumeragi Group, whose goal is to control Adepts, and was sealed away for several decades until his power grew to the point that a shrine maiden with purification powers was forced to step in. Now Gunvolt helps the shrine maiden purify other Adepts whose powers are driving them mad.
"Great!" You say. "That's something different!" Except... no, they actually just brought in a counterpart to the Maverick virus from the Mega Man franchise, the one thing from that series Gunvolt was lacking. Gunvolt's narrative actually became even more of a Mega Man rehash. The Muse technically returns as a sort of program that achieves sentience as a result of Gunvolt's influence, but here she plays almost no narrative role and is just there for the returning gameplay mechanic. Additionally, the bad guys have a muse, of sorts, but she's not really all that important, and instead just the MacGuffin that the bad guys are using to try and brainwash everyone like they wanted to with Joule in the first game.
In essence, while I would disagree that the first two games were just a Mega Man Zero rehash narratively, the third game is and it makes me sad.
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so I've gotten quite a few songs! some songs that I'm guaranteed to use, while others are in a bit of a pickle due to not having enough propaganda.
here's the list of them all!
Guaranteed Songs
songs that are guaranteed to get in, due to being the only one song from the franchise that was submitted, and has sufficient propaganda. or I added them myself.
Title Theme from Papa Louie 3: When Sundaes Attack
Donk-Donk from Rhythm Heaven Fever
Distraction Dance from The Henry Stickmin Collection
Guildmaster Wigglytuff from Pokemon Mystery Dungeon: Explorers of Time/Darkness/Sky
Outskirts from Bug Fables
Carefree Lazy Afternoon (BBQ) from Yo-Kai Watch 3
Grumblebum from Rain World
Case Select from Layton Brothers: Mystery Room
Ooparts -NEO Mix- from NEO The World Ends With You
Loonboon from Plants vs. Zombies
Klayman's Theme from Neverhood
Daycare from FNAF Security Breach
Indulgence from Melatonin
Clown Man Stage Theme from Mega Man 8
Sea Shanty 2 from Old School Runescape
Oopsy-Daisy from Kingdom Hearts
Cool Mixtape from Deltarune
Main Theme from Crazy BBQ
Death 13 from JoJo's Bizarre Adventure: Heritage for the Future
Randy, Mediocre Swan Wrestler from Dialtown
Dog Ending from Silent Hill 2
Riki the Legendary Heropon from Xenoblade Chronicles
Chicken Paradise from Ghost Trick
Mystic Cave Zone from Sonic the Hedgehog 2
Hidden Retreat from Tekken 6
Balrog's Theme from Cave Story
Gentle Breeze from Trauma Center: Under the Knife 2
The Young Sorceress' Foul Mood from Tales of Vesperia
Draw a Dog from Hylics
Party Island from My Singing Monsters
Metal Bork from A Hat in Time
Underground from Terraria
Into the Box Dimension from Club Penguin
Battle - Tesso from Persona 1
Sly Hunter - Chicago Awaza Mix from Hunting Ground
Flat Zone 2 from Super Smash Bros Series
Unexpectancy Part 2 from Pizza Tower
Not Enough Propaganda
songs that need a bit more propaganda, so if you would send some in, that would be very nice of you!
Underground Hug from Mad Rat Dead
Bonus Stage from Aladdin on Sega Genesis
Pleasure Island Amusement Park from Pinocchio on SNES
Map from Pikmin 1
Clockwork Chasm from Pikmin 3
Food Mart from Tomodachi Life
The Royal Academy of Katamari (Kimitaka Matsumae Remix) from Katamari Forever
Toad Brigade from Super Mario Galaxy
Buoyant Boogie from Splatoon 2
Bomb Rush Blush from Splatoon
Shopping from Splatoon
Flying Man from Earthbound
In That Holiday Mood from Miitopia
STAR ! STAR ! STAR ! from Beautiful Katamari
Prince's Lounge from Beautiful Katamari
Don't Give Up from Touch My Katamari
It's So Wonderful from The World Ends With You
Dreamy Darkness from Kirby and the Canvas Curse
Battle Among Friends from Kirby 64: The Crystal Shards
Preliminaries
songs of the same franchise, so they're put into preliminary rounds before the actual bracket.
Kirby
Slippery Slopes from Kirby's Return to Dreamland
Crystal Dungeons from Kirby's Return to Dreamland
Butter Buildings from Kirby's Epic Yarn
Sand Canyon 1 from Kirby's Dreamland 3
Mario
Strange Company from Super Paper Mario
Shadow Sirens Battle from Paper Mario: The Thousand Year Door
Run, Jump, Throw! 2 from Super Mario Odyssey
Undertale
Dogsong from Undertale
Bonestrousle from Undertale
Temmie Village from Undertale*
Katamari
Katamari on the Rocks (Arrangement) from We Love Katamari
One Chip March from We Love Katamari
Katamari on the Rocks from Katamari Damacy
Little Help from Touch My Katamari
Do Re Mi Katamari Do (-rh rehabilitation re-arrange-) from Katamari Forever
Tomodachi
Mii Apartments (Hungry) from Tomodachi Life
Island (Day) from Tomodachi Collection
Miitopia
A Lively Inn from Miitopia
The Great Sage's Theme from Miitopia
Extra Battle (Wonder) from Miitopia
The Legend of Zelda
Majora's Incarnation from The Legend of Zelda: Majora's Mask
Malo Mart Theme from The Legend of Zelda: Twilight Princess*
Touhou
Gemini Star from Touhou Lostword
Drunk as I Like from Touhou 10.5: Scarlet Weather Rhapsody
Ace Attorney
Investigation ~ Opening 2002 from Phoenix Wright Ace Attorney: Justice for All
Eccentric from Phoenix Wright Ace Attorney: Justice for All
Splatoon
Seep & Destroy from Splatoon 3
#14 crush from Splatoon 2
Happy Little Workers from Splatoon 2
Telephone's Theme from Splatoon 2
Nine out of Tension from Splatoon 3
Mother
Buy Something Will Ya! from Earthbound/Humoresque of a Little Dog from Mother 1
Hi Hi Hi from Earthbound
Sanctuary Gardens from Earthbound
Bean Bean Pork Bean from Mother 3
Fantasy Life
Job Anthem 3 from Fantasy Life
Kigurumi Group Theme from Fantasy Life
Vocaloid
Various Feelings from Project Diva
Doukeshi no Koushin from Project Sekai
*didn't get propaganda before, but now has new propaganda that works
so yeah! good luck!
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why
is Metal Man described as having a design flaw that makes him vulnerable to Rock's buster when he only takes one damage from it (as opposed to Air Man, Quick Man, Flash Man, and Heat Man, who all take two)? shouldn't the issue be that he's horribly weak to his own weapon?
does Air Man take damage from the Leaf Shield because its leaves jam his fan, but deflects the Metal Blade entirely, when the saws are of a stronger material (ceratanium, apparently) and probably around the size to achieve the same effect?
is Air Man able to jump so high despite being so large, when Wood Man is just as large if not moreso, and can barely get off the ground; how is he propelling himself upwards? are there jets in his feet?
is Quick Man able to deflect the Metal Blade, but not the Shadow Blade?
does using the Time Stopper HEAL Flash Man? what the actual fuck sense does that make? also, why does the Item 3 reverse course when Flash Man uses the Time Stopper? shouldn't it just halt in place?
does the Quick Boomerang not do shit to Wood Man, despite being a cutting weapon just the same as the Metal Blade? is it too flimsy? it looks like it's made of energy, and would thus be hot, but is that not the case?
doesn't Mecha Dragon have any invulnerability to the Atomic Fire, and is in fact weak to it, despite using fire as a weapon?
does Snake Man take more damage from the Needle Cannon than the Shadow Blade, despite the Shadow Blade being the overall stronger weapon that serves the same purpose (sharp and stabby)?
is Needle Man invulnerable to the Hard Knuckle, but not Hard Man, when he is supposed to be the most durable robot of his line?
is Drill Man stated to be haphazard/計画性 and dislike doing calculations/computations/doing math when that is more than half the job of mining? measure twice cut once? especially when drilling around pre-existing construction? why would Mikhail make him like this?
does Ring Man dislike children when the man who created him quite notably has a child? is this not a conflict of interest?
is Dive Man prone to seasickness when he is meant to traverse the seas on a regular basis? why would Mikhail make him like this? also, he's much bigger and heftier, so why is Drill Man more durable than him?
is it that Uranus is defensively superior to the literal destruction god, Sunstar? and that Enker is more well defended than Uranus?
does Dr. Wily have such an infatuation with space and aliens? in Mega Man 2, he cosplays a space alien. in every Rock Man World game except 3, his fortresses are all space stations and space battleships (with 5 having him partner up with proper aliens). in Mega Man 3, he recovers Shadow Man, a robot of dubious extraterrestrial origin. he built Star Man, reprogrammed Astro Man AND Galaxy Man. in Mega Man 8, he somehow manages to harness alien matter (the evil energy) to power his robots. he once again partners up with another alien (Ra Moon) in Super Adventure Rock Man, and AGAIN in Rock Man Strategy with the constellation droids. he invented the Time Skimmer to warp through spacetime. his damn main mode of transport is based off of a stereotypical UFO. why? why space?
is Dr. Wily so obsessed with Guts Man? in Mega Man 1 (sadly redacted in MMPU), he has a hall of golden Guts Man models in his fortress. he built the Guts Tank. Gamma's design borrows elements from Guts Man. he built Stone Man (who befriended Guts Man, even), and the Power Musclers (I'd argue Search Man too, has the Gutsy look to him). in Mega Man 7, he built Guts Man S based off his husk in the Robot Museum. he's probably the reason Uranus has a bishie sparkle on his stage selected portrait, what is wrong with him.
is it so hotly demanded we have Roll as a playable character, on the front lines of defence, when she is overtly described as "cowardly/恐がり"? why would she ever want to do a thing like that?
are some against the idea of other humanoid robots besides Rock and Roll being of a childlike disposition, just because their intended ages aren't outright stated? even when voice casting would imply otherwise? (Cut Man, Ice Man, Clown Man, Aqua Man, Bounce Man, etc.) i'm not saying you can't say no. but why?
does Rush dislike "remodeling/reconstructions/改造手()術" when his entire Thing is to adapt into different utilities? is he just plain miserable every time he has to go through an update or undergo a shift in mode? why would Dr. Light make him like this?
is Bass distinguished from the Mega Man Killers in serial code when his purpose is ostensibly the same? were they not all designed with the express purpose of killing Mega Man? why does it matter that he was built with Bassnium?
is Bassnium lauded as this incredibly strong material when whatever Enker has going on with his armour is far harder to penetrate?
did Shadow Man not get revived with the rest of the 3rd line during the temple fight in Super Adventure Rock Man? did Ra Moon simply choose not to revive him? was the extraterrestrial material he was made up of somehow not accessible by this all-powerful god-mode supercomputer?
does the Mega Arm work? if it's true no Earth weapons can touch the Space Rulers, then what the hell is the Mega Arm actually made of? those power crystals the 3rd line were farming out in space to help power Gamma?
did anyone fall for the Mr. X trick in Mega Man 6?
does Dark Man 4 cosplay as Blues without having taken out the real Blues first, surely knowing that if he were allowed to live, it would throw a wrench in the "have the hero believe in you" plan?
isn't everyone in the known universe weak to the Black Hole, or Black Hole Bomb?
isn't Quick Man's rivalry with Rock given more spotlight? with how much preferential treatment Rock gave him in Super Adventure Rock Man (a favour returned, no less, the guy's just happy to spend time fighting with him "victory or defeat"), combined with the fact that Quick Man was willing to peacefully race with him in Battle & Chase, PLUS the juxtaposition of equipping his weapon during the spring season in the ending of Mega Man 2? why isn't he more important in Rock's narrative?
isn't Ballade the same way? for someone who resented his purpose so strongly that he paid the ultimate price, why does he just go back to fighting you in the Wily Star? how is that fair?
were there complaints about Oil Man when nobody complained about Ripot, or the later Metools for that matter.
do certain bosses with a weakness to blunt force or fire weapons also have immunity to bombs? combustion with a wide range is two for the price of one, isn't it?
does Jupiter not have back talons? and why are his front ones so fat? is he not expected to grab onto or perch on anything with them?
has Capcom forgotten that there are other final boss fights that don't have to include the Wily Capsule?
aren't we informed of what happens to civil service robots that come under Dr. Wily's control through theft and forceful reprogramming? do we help them? are they stuck with Dr. Wily indefinitely?
is Monsteropolis/Megalopolis/Symphony City/Mega City so fucking stupid as to not enact capital punishment on the ONE source of ALL their problems once they had him jailed? the world would quite literally be a better and more peaceful place without Dr. Wily, and you can't just hand down a verdict to kill him?
does Dr. Wily bother with earning money honestly as a career criminal? why has he got Gyro Man out here collecting ticket fees at the Sky Gardens, or Crystal Man selling counterfeit crystals when he has enough muscle to just steal everything he needs forever? when no-one in government is strong enough to stop him?
are the armed forces/navy/marine corps/air force/literally god damned any military branch you can think of in this universe so anaemic and feckless? particularly America's. you've got 800+ different bases all over the world, nuclear arms, and yet this man's bullshit cannot be stopped?
is the world so overreliant on Rock to solve all their Wily-related problems? isn't this dangerous, to leave every arm of counterterrorism to one man?
is Rock's maturity so understated by the fandom? why isn't it acknowledged that, although not physically, living the way he has is affecting and changing him?
why
CAN'T I BEAT THE FUCKING KING PLANE WHY WOULD YOU PUT THIS GOD DAMN IMPOSSIBLE THING AFTER THE HERCULEAN EFFORT IT TOOK TO BEAT THE KING TANK WHO THE FUCK DESIGNED THIS THING I'M GONNA PUKE
why is Shark Man so cute. i just want to squish his face he's such a little baby. look at him
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rickyreeves1980 · 11 months
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Mega Man 3 is an action-platform video game developed and published by Capcom for the Nintendo Entertainment System. It is the third game of the original Mega Man series and was originally released in Japan on September 28, 1990. The game was released in North America later in 1990 and in European regions by Nintendo in 1992. Taking place after the events of Mega Man 2, the plot follows the titular hero as he helps his creator, Dr. Light, and a supposedly former enemy, Dr. Wily, collect parts for a peace-keeping robot by defeating several Robot Masters that have gone haywire.
An action-platform game, Mega Man 3 follows the same format set forth by its two predecessors. The player, as Mega Man, must complete a series of stages in any order. Defeating a stage's boss will earn the player its special weapon, which can be selected and used at will throughout the rest of the game. Mega Man 3 introduces new gameplay elements such as Mega Man's canine sidekick Rush and the ability to slide along the ground. Unlike the first two installments of the series, artist and designer Keiji Inafune has considered the creation of Mega Man 3 to be very stressful due to time constraints and his own increased responsibilities during its development.
Following the success of Mega Man 2 released two years earlier, Mega Man 3 has sold 1.17 million copies and has been positively received in critical reviews. Its presentation and gameplay has been especially praised, although many sources found the game to be too difficult. Like other titles in the series, Mega Man 3 has been re-released several times on other gaming platforms, on mobile phones, and as part of various Mega Man franchise compilations.
Mega Man 3 takes place during an unspecified year during the 21st century (20XX). 2-3 months after Mega Man 2, the mad scientist Dr. Wily, having twice had plans for world domination dashed, claims to have reformed and begins work with Dr. Light on a project to build a peace-keeping robot named "Gamma". Robot Masters – Top Man, Shadow Man, Spark Man, Magnet Man, Hard Man, Snake Man, Gemini Man, and Needle Man – in charge of a set of "mining worlds", however, go berserk and make off with Gamma's eight power crystals. Mega Man is called into action, this time with a canine companion named Rush, to retrieve the crystals from the sites. Throughout his mission, the protagonist continuously encounters and spars with Break Man, a masked foe who has abilities comparable to Mega Man's own. After Mega Man destroys the eight Robot Masters, he then revisits four of the mining sites to face off against eight "Doc Robots", who possess the abilities of the Robot Masters from Mega Man's previous mission. Once the crystals are retrieved, Wily reverts to his evil ways, steals Gamma, and retreats to his new fortress. To stop Wily's newest plan to conquer the world, Mega Man destroys Gamma and defeats Wily in a final confrontation. As the fortress begins to crumble, Break Man appears in enough time to save Mega Man, but is too late to save Wily, who is seen being crushed under the rubble. When Mega Man regains consciousness in Dr. Light's lab, his creator informs him that Break Man was actually his older brother Proto Man.
Mega Man 3 retains the platforming and action game elements established by the two Mega Man games released before it. The player controls the protagonist Mega Man as he traverses eight selectable stages. The player's primary blaster weapon is used to fend off the game's numerous enemies. Several power-ups can be picked up in each stage, including life energy, special weapon ammunition, extra lives, and "E-Tanks", which are stored and can be selected to completely refill the player's life energy. At the end of every stage the player must defeat a Robot Master boss: Magnet Man, Hard Man, Top Man, Shadow Man, Spark Man, Snake Man, Gemini Man, or Needle Man. Each Robot Master features a unique weapon and stage related to the weapon's power. After defeating a boss, their signature weapon is added to Mega Man's arsenal. The Robot Masters are weak to the weapons of certain other Robot Masters, allowing the player to ease the boss battles by clearing some stages before others.
Mega Man 3 is the first Mega Man game to feature the slide maneuver, which lets the player slip under enemy attacks and low-level barriers. After completing certain stages, Mega Man can access new abilities in his robot dog companion Rush. Rush's transformations include the "Rush Coil" for jumping higher, the "Rush Jet" for flying around the screen, and the "Rush Marine" for traveling underwater. Throughout the various stages the player encounters Proto Man (as Break Man), a mini-boss who, once defeated, will open passageways for the player to advance. Mega Man 3 also expands upon the two preceding games by having additional stages set between the initial eight Robot Masters and the linear stages of Dr. Wily's fortress. A password system can be used to return to the game with most of the stages completed. The "Doc Robots" are fought after defeating all 8 Robot Masters. The Doc Robots are faced in the Spark Man stage, Needle Man stage, Gemini Man stage, and Shadow Man stage.
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spinningbuster98 · 1 year
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Mega Man Zero 4 Part 1: The Caravan of Hope
Mega Man Zero 4 is a bit of an odd game
Zero 3 was supposed to be the final game in the series, but history repeated itself and Capcom had already greenlit a fourth game so here we go.
Honestly however? I think a fourth game really was necessary: Weil was still alive and the world’s ruler by the ending of Zero 3. Were they really gonna end things right there and then?
That said you can definitely tell that with Zero 4 the devs were beginning to run out of ideas
Let me be clear: this is not a bad game by any stretch, in fact it’s quite decent. However it does a number of weird and unneccessary design choices that bring it a bit lower when compared to the others....well except Zero 1 that is.
So unlike the others and more like a traditional Mega Man game you can actually select from 8 main levels all at once instead of 4 intitial ones and 4 later ones, which is better.
This game also has a weather changer: you can select between 2 weather conditions for each stage, with one making it easier and the other harder. If you beat it on the harder setting you will always get the boss’ weapon this time. And you’re gonna wanna do this for a couple of these guys because this game does away with the Chip System. The Elemental weakness system is still in effect though, meaning that a fire weapon for example will be effective against ALL Ice bosses, but now you’ll want to obtain at least a couple of boss weapons.
Not every one of them is particularily good however, which can make battling some of these guys rougher than usual but that’s for a later time
The Cyber Elf System has been needlessly simplified: now you only get one immortal Elf which can unlock three sets of abilities as you level it up. You can only equip 3 at a time however and they’re not nearly as crazy as some of the more OP stuff in the past games, mostly you’re gonna wanna upgrade your health.
On the flipside this does make Zero 4 the more balanced game in the series difficulty wise in a way and it doesn’t run into the same issue of having an anticlimactic end game. Oh boy you’d better believe that this game’s ending and final boss live up to the hype I can tell you that much!
I love that intro level, it’s just cool! And also the implication is that cute innocent Ciel is driving a monster truck! C’mon that’s just great!
I also love the theme Holy Land which serves not only as the hub world theme but also as a general leitmotiff for the game, giving it a somewhat chiller atmosphere than the other games
Also we have humans! Honest to God we have more than 2 humans on screen at once in a Mega Man game! And they’re kinda dicks, though in a way that is pretty believable given their circumstance...
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crusherthedoctor · 2 years
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My personal issue with the Heavies is that they don't have enough presence as I'd like.
If you were to ask me I'd say Magician is my favorite by a wide margin because she gets the greatest sense of presence: she knocks Knuckles off the Tornado and creates tge act 1 miniboss, she creates the Fang/Bean/Bark illusions that crash the plane forcing you into act 2 and she then has her very unique battle. If you count Encore mode than she even starts that.
By contrast all the others really only show up for their respective boss battle and a really brief encounter during the final boss, hell unless you're playing as Knuckles you won't even meet King in a one on one match
I often see them compared to Robot Masters but that's exactly the issue: Robot Masters are more prominently present in the games as a whole: they're on the boxart, they're on the stage select screen, the stages are THEMED after them (the only stage in Mania themed after its Heavy is Press Garden, MAYBE Titanic Monarch if you consider it King's stage instead of Eggman's but....yeah no), the stage music is often considered their own personal theme, you get a weapon from them serving as a permanent reminder of them and you fight them all a second time for real instead of just making brief cameos during the final boss
I think they would have benefitted a lot from either being present in both of their acts like Magician is, or being recurring bosses, though with each boss fight being different in some way
More spotlight would have been great, but I really don't have an issue with how they were, since despite their limited screentime, they were still able to show off a lot of personality (Magician tipping her hat, Gunner freaking out when his missiles are deflected back at him...), they had clever moves (King calling back to Super Mecha Sonic, Shinobi using Asterons as shuriken...), and the levels they were featured in still complimented them. (Studiopolis fitting Gunner's police motif, Mirage Saloon fitting Magician's flashiness and serving as payoff for the Fang/Bean/Bark wanted posters seen throughout the zone, Lava Reef fitting an adrenaline junkie like Rider...)
Sonic not facing King at all until Egg Reverie was admittedly odd, but I don't think it's too big of a deal. But hey, putting their Classic Only status aside, maybe this is all the more reason for them to come back in a new game... but nooooo, we gotta have Sage come back instead, because it's always the shit/mediocre characters that get second chance after second chance. First the Deadly Six, now this...
(Also, don't a lot of Mega Man fans complain about the boss rushes? I know some fans accuse them of padding, and I can see where they're coming from since they usually don't have any notable changes from the first time around.)
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lorz-ix · 25 days
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Bunch more Mega Men
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Mega Man (1987)
The classic series of games are the ones I was the most familiar with already, and ones I tend to prefer. I was merely revisiting a few for contrast, after playing through everything Zero. I'll spoil the surprise already: this marathon didn't go nearly as far, I was a bit burnt out, though I did go out of my way to get all the legacy collections they released.
MM1 is a bit rough around the edges, to be fair. Mainly on a technical level, the visuals are not as polished, the mechanics are barebones, there are only 6 robot masters rather than the usual 8, and so on. The level design can be a bit of a pain in the ass at times, but the first half of the game isn't so hard, even less so if you know in which order to fight all the bosses. The second half is home to some infamous segments like the yellow devil, but luckily and unintentionally, there are ways of getting through that obscene boss fight easily. In the end, nothing is quite so bad, so it's a fun time, for what was, on release, a completely new experience.
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Mega Man 2 (1988)
The glow-up is INSANE. Mega Man 1 was a baby taking its first steps, the sequel is the blueprint that would guide the entire franchise going forward. The visuals are cleaner, the level design is more interesting and memorable, the whole adventure is more satisfying and fair to the player. Our main character might be missing a few of his now trademark tools at this point, but as far as my opinion goes, this might already be the best of the NES 6.
It's peak bro it's peak I dunno what you want me to say.
The alien thing was wack though lol. The whole subtitle for the game in Japan was a bait and switch.
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Mega Man 3 (1990)
I had a bit more of a negative experience with this one, though I don't want to be unfair to it. Rush and Protoman are fantastic additions, the robot masters are good, I like the story...
The two things that made this feel like a bit of a chore are the special weapon selection, which is gimmicky and not as fun to use as previous games, and that weird part where you have to fight clone robots or some shit. Since all you do is revisit stages (but they're harder this time!), it felt like padding to me.
I know some fans think MM3 is the best one or whatever but I dunno, I would rather play 2 any day. 3 isn't one I'm itching to replay.
Aaand this is as far as I got. I think at this point my overall burnout from playing so many games in a row did exacerbate my negative feelings towards 3, but I chose to take a break from the series. There are so many more I never even tried, and getting to all of that would take a while. I don't want to make it feel like an obligation.
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sportsgr8 · 2 months
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Paris Olympics: Most Resilient Performance By Any Indian Hockey Team, Says Somaya
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World Champion Germany: Former India captain and selector MM Somaya on Sunday termed the Indian Men's hockey team's victory over Great Britain in the quarterfinals in the Paris Olympics as "one of the most resilient" and "tactically well played" performance in recent times. Despite being a man down for three of the four quarters of the match, the Indian team defended stoutly and absorbed tremendous pressure to end the match 1-1 and then emerged 4-2 winners in the shootout to seal a place in the semifinals. This is the first time that India have reached the semifinals in two successive Olympics since the 1972 Olympics in Munich. Somaya, who was a member of the team that won India's eighth gold medal in men's hockey in the 1980 Olympics in Moscow, hailed the players for their performance in the Paris Olympics and said they have raised hopes of going through all the way. India had ended a four-decade-long medal drought by winning the bronze medal in the Tokyo Olympics. "It was one of the most resilient and the most, I think, tactically very well-played (game) given the circumstances that the team found itself in. So, I think a very resilient and very strong tactical game to pull it off in the quarterfinal at the Olympics. So the game was not a, you know, pool game or a, you know, some smaller tournament quarterfinal. To do something like this at the Olympics is amazing. It is definitely one of the most resilient performances by an Indian team," said Somaya, who was the captain of the Indian hockey team at the 1988 Olympics in Seoul. For years, lack of resilience and tactical acumen was considered as the reasons for the Indian men's team's failure to progress through key knockout matches in mega events -- conceding last-minute goals like at the 1984 Los Angeles and 2000 Sydney Olympic games that thwarted them from progressing to the last-four stage. On Sunday, resilient play and a strong tactical game saved the day as Harmanpreet Singh's team battled hard despite being reduced to 10 players at the start of the second quarter after Amit Rohidas was shown a red card. A keen observer of Indian hockey since his playing days, Somaya, who is a member of the senior men's selection committee of Hockey India, has seen the team grow in the last decade and said by reaching the semifinals in two successive Olympics, the team has lifted the stature of India in hockey. "There has been an amazing change. They have really lifted the stature of India in hockey. They have put us (in the top four). They have retained that stature we used to have earlier. May not be finishing as first, second, or third very often, but the quality of hockey they have played over the last ten years has been very, very encouraging and they have again put Indian hockey on the World map. So very happy with the style of playing," said Somaya. The 65-year-old Somaya, who was born in Madikeri, Karnataka but now settled in Mumbai for the last many decades, agreed that the team's performance was not perfect as they made many errors in midfield easily giving away the ball on many occasions, but said that could be because the players could not go up on attack too much as they were a man down. Somaya felt that the mistakes could be because the players were very tired while covering the length and breadth of the field as they had one person less. Asked what areas should the team focus on for the semifinal where they will meet the winner of the match between World Champion Germany and Argentina, Somaya the players' main concern would be to recover from Sudnay's exertions and get fully fit for the semifinal. Another area of concern will be the absence of Amit Rohidas for the next match because of the red card as that will reduce the squad to 15 players whereas the opponents will have their full quota of 16. "Recovering physically, mentally, emotionally is going to be difficult as the day after is the next match. So, you have to first recover physically, mentally, emotionally. These sorts of games drain you completely. So it has drained them. So, the first thing is they have to recover. And they, again, may at a handicap. If Amit Rohidas doesn't get a reprieve from the disciplinary committee, then he may have to (miss the semifinal). We may have to play one player short from the 16. And in today's rules of rolling substitution, where they make 40, 50 changes, you know, then your options are limited as compared to the opposition. "Recovering physically, mentally, emotionally is going to be difficult as the day after is the next match. So, you have to first recover physically, mentally, emotionally. These sorts of games drain you completely. So it has drained them. So, the first thing is they have to recover. Article Source: IANS Read the full article
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hoshi-no-pops-05 · 11 months
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i'm rewatching (or i guess it's more like relistening) to like miku expo 2023, and like every year they do a segment were they play a song that doesn't have any lyrics. and they do a shoutout to the people who play the interments, and they do a solo...
....but i keep thinking they're playing mega man 2 stage select-
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iam-back · 1 year
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Mega Man 11 playthrough diary - Gear Fortress, part 1
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What is this, Gears of War?? I know Wily said he'd kill Rock good and dead, but he may have been too serious in that threat!
This first stage has it all - a bunch of enemies, spinny gear platforms that remind me of a souped-up version of those in Uranus's stage, rusty ones that kinda function like those accursed Donut Blocks from Mario, a bunch of enemies, a good spot where you can just grind off of K-Drones forever (like in Neptune's stage with the Sibuls), a bunch of enemies, places to fall down a lot, did I mention he packed his current front yard with a bajillion zillion Sniper Joes and Metalls and Air Nuts and some of those Sniper Joes get to tool around in Dachone armors!?
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Oh, did I mention this is the only time in the entire game where Yoku Blocks appear? I honestly forgot about those little tests of jumping and pattern recognition. They weren't anywhere at all during the Stardroid incident.
There's also this irritating part near the end where you fall off too much and waste all your lives and stuff and so I ended up having no lives left for the boss of this Hellhole the first time I got there. By the way, during this boss, I was interrupted by my mother and so I had to leave the game behind for a Blizzard break.
...Why is the music for these stages so happy? It's like Rock is on his way to a rave party, not a deadly Gear Fortress full of difficulty spikes and real spikes.
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I heard hushed whispers about all the Devil bosses and stuff. Even the first one seemed to only be reliably beaten via exploiting the Select button and the Thunder Beam. And Dark Moon had this awful gimmick wherein they specifically made their top lumps bounce.
And Yellow Devil Mk.III is no different. I have the Chain Blast, I'm exploiting loops, yet still this lumbering gelatinous piece of piss was responsible for two of the three game overs I got there!
I only successfully managed to dodge the first part of its Speed Gear moment once. The rest of the time I got smacked around by all this nonsense!
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Eventually, after figuring to come here with 7 of each Tank and not 3 like a noob, and using one of each Tank when things got dicey, I FINALLY WON. I like to think that Yellow Devil Mk.III's splatted remains just sat there, gathering dust, until a few years later, where it was resurrected by the Mega Man Killers from a stroke of genius by Reggae.
I'm gonna dread tomorrow - will the rest of Gear Fortress be as bad as this? I'm told the boss waiting at the end of part 2 is easier though.
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wbspeedsite · 2 years
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Contra nes cheat code
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This will take the player to the seventh world. Once some grass appears on screen, go to the first blade to reveal a portion which will then reveal a door. Climb the ladder at the start of Level then jump onto the ledge just above it. At the end of Stagejump on the second of two turtles that are coming down the stairs to keep it from moving. This will reduce Little Mac's health to keep the fight interesting. Tap on the button continuously after around to re-energize Little Mac. Want access to every possible weapon in Mega Man's arsenal? How about four energy tanks? You're welcome. Go to the title screen before pressing the buttons. Make it even better by playing them like many of the kids of the late 80s and early 90s did - with cheat codes. Be careful, though.For the lucky few who already have a NES Classic Edition, playing with the 30 retro games is quite the experience. Then sit back, relax, and start gunning down those baddies. If you want to bolster your chances at survival, you can grab every weapon in the game and make short work of your enemies without even breaking a sweat. Get it? Cool nurse nicknamesĮveryone knows how potentially frustrating Mega Man can be, and honestly Mega Man 2 is no different. This is the old Nintendo customer service line. You can use this trick in a number of different games, even outside of the NES. After doing so, you need to hold down the A button and press B a few times until you see a numbered grid. From there, you can start on the second quest with no muss or fuss.Įasy, right? This tribute to the princess is an oldie, but a goodie, and it's simple to pull off. Want to make some quick progress in The Legend of Zelda? Instead of chugging through the classic adventure RPG, just enter your name as the titular Princess Zelda herself when typing in your name at the Name Registration screen. There are three different Warp Zones in the game, and you can find one in World and two in World You can get to World 6, 7, and 8, but you have to use a special Beanstalk to get there.
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Not so much a cheat code as an easy way to get around in the original Super Mario Bros. You can earn extra lives with them, unlock new characters, and even discover some pretty cool secrets just by utilizing a special sequence of controller inputs or performing certain actions in-game.
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To do this hold Up on controller 2 while ducking with controller 1.Cheats codes are an integral part of retro gaming, from the inane to the useful. When entering Bases 1 & 2, you can shoot high while ducking thus avoiding enemy fire but dealing maximum damage. Shoot While Ducking (During Stages 2 & 4) Keep on holding these down until the credits are over and this will cause the Red Falcon to deliver a message vowing his revenge, hinting at the sequel. If you die in a two player game, simply just press and hold down A & B at the same time.ĭuring the title screen, press and hold down A & B at the same time then push Start.ĭuring the ending, just before the final credits roll, press and hold down the Select and Start buttons. After this you’ll begin the game with 30 rather than three lives. For those who aren’t in the know, this famous gaming cheat code is: Up, Up, Down, Down, Left, Right, Left, Right, B, A. The Konami Code.ģ0 Lives At the Title Screen – The Konami Codeįor this you’ll need to enter the legendary Konami Code. So get your pen and paper, because you’ll be reusing this one a lot. So as always, following on from our review, Rings & Coins is here to help by delivering all the Contra cheats you’ll need to take down the Red Falcon Organisation, and leading the way here is one of the most legendary gaming codes of all time.
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longbreak · 2 years
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Megaman 2 password generator
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#Megaman 2 password generator code#
This was adjusted in the international versions, where they inflict 10 units of damage.Ī couple of typos in the staff roll were fixed for the international versions.Īlso, the "Presented by" was altered due to the different Capcom divisions. In the Japanese version, you don't receive any collision damage if you are hit by the "Big Fish" enemy that appears in Wily Stage 3. It's likely the name was always meant to be Clash Man, as it is kept in Mega Man II (GB) in all regions, though Mega Man: The Power Battle goes with the localized name in the international versions. The erroneous "Pass Word" was corrected in Mega Man 2.Ĭrash Man is known as Clash Man in Rockman 2. The Mega Man 2 port found in Mega Man: The Wily Wars has no difficulty selection for all versions, due to it being based on the Japanese game, as does Complete Works and Anniversary Collection. Rockman 2 does not have difficulty levels, and is equal to the Difficult mode in Mega Man 2. Mega Man 2 moves all copyright information to the start of the game, and also moves the building down a bit to accommodate the larger title graphic. Rockman 2 has a copyright tag and trademark symbol on the title screen. (Source: Superjustinbros) Regional Differences Title Screen Japan Edit offset x3DC59 to any of these values, then select Flash Man's weapon to hear them. In Wily Stage 2, there is a palette cycle intended for one more frame of the turbine cycle, which would make them rotate a bit slower. This was disabled because it causes problems with the hall of Changkey Makers. Forcing it to animate reveals that the Force Beams throughout the stage once palette cycled between two frames. The palette for Quick Man's stage is unanimated. (laughs)Ī similar effect would later be implemented in Slash Man's stage in Mega Man 7. Sadly that ended up getting removed from the game.
#Megaman 2 password generator code#
In MM2, in the forest at the beginning of Wood Man’s stage, I had code it so that if you used Atomic Fire on the trees, everything would burn up and the Batton (bat enemies) would all fly off. Since it is part of the animation space, the palettes will cycle.Ī 2011 interview with planner Akira Kitamura sheds some light on this: Wood Man's stage has two sets of unused palettes. (Source: TASVideos) Unused Level Palettes Wood Man They mean, appropriately enough, "emptiness". These katakana symbols ("aki") were used to fill empty spaces in the enemy graphics. The walls may have been scrapped due to not having space for corner tiles to link them with floors and ceilings.Īs a forest stage, it has plenty of green tiles, but these ones are unused.Īn unused background tile for Quick Man's stage. While the cave terrain only has shading on the bottom, there are unused tiles that would've added details to the left and right walls and the "stalactites". While a similar tile with no shadow is used twice in a single room, this one isn't. Top-left and bottom-left corners exist as well, which actually were used in a single room.Īn unused background tile. This is probably the most significant and mysterious set of unused tiles in the game. Hidden amongst the background tiles is what appears to be a Met generator, judging by the Met-sized mouth and (obviously) Met-like features. Only vertical screws use more than five tiles. It should be noted that the sprite of the ball is present and identical on both versions of the sprites.Ī tile to be used in the center of horizontal screws with five tiles. The first one is an unused sprite that would've given Wily some much needed back support, the second is for the ball on his machine, which would've flashed for some reason, and the third is an earlier version of the debris that shoots off the Wily Machine at the end of the first phase of the fight. Located near the graphics for the Wily Machine is an unused duplicate of the sprites used for the fight itself. It appears to be either for falling off a platform, or for firing his gun when in midair. Unused sprite intended for Quick Man's intro animation. While this sprite IS used during normal gameplay, it only appears for a single frame right before he jumps after blocking a projectile, meaning it's unlikely players will see this sprite in-game. Sprite for Quick Man shooting while standing still. Of note, in Friender's updated sprites from Mega Man: The Wily Wars, the opening in the front paw was just closed with a black outline, and its shading makes the difference between the other paws more apparent. This small detail was supposed to close Friender's front paw, but it was either removed or forgotten due to going out of the area the Frienders stand.
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practicevewor · 2 years
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Marvel vs capcom infinite demo select screen leak season 2
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#Marvel vs capcom infinite demo select screen leak season 2 full#
#Marvel vs capcom infinite demo select screen leak season 2 series#
#Marvel vs capcom infinite demo select screen leak season 2 download#
Action Bomb: The Shimobeys that debut in Blast Man's stage are flung backward when hit by shots and detonate on landing.
However, the pits only deal damage to Mega Man in their "green" state (and even that can be negated with the Acid Barrier). Special enemies can drop chemicals into the pits, changing their color from blue to yellow to red to green.
Acid Pool: Scattered throughout Acid Man's stage.
The Pipetti in Acid Man's stage also count, firing corrosive substances from the valves on their heads.
Mega Man gets his hands on the shield when he beats Acid Man.
One of the Robot Master bosses, Acid Man, has both an acidic projectile attack and acid shield in his arsenal.
Although this begs a lot of questions, given the small character pool of the franchise and infrequent entries. The producer explained that this was because Capcom expected this game to be many players' first Mega Man game after the long hiatus, and they were not included so that new players wouldn't feel alienated by having too many characters present at once.
#Marvel vs capcom infinite demo select screen leak season 2 series#
This is especially noticeable since both of them were playable in this game's immediate predecessor, and this is the first time where neither of them make an appearance nor are referenced in the Classic series since their respective debuts.
Absentee Actor: Proto Man and Bass are nowhere to be found in this game.
2❝: The graphical style is in a similar vein to Mega Man X8, with more cel-shaded graphics.
Here are the Future Alternate Characters:Ħ more alt characters on the way the rest of 2017! The “2017 Character Pass” DLC also includes a Premium Costume for each of these character: Black Panther, Sigma, Venom, Winter Soldier, Monster Hunter (Female), and Black Widow.Īnother 6 alt characters are expected throughout 2018, as part of that year’s Character Pass DLC. This next video shows all alt characters revealed so far: * Here’s the list of Alternate Characters available at launch: Then on the character select screen, choose your character and press left & right on the Costumes selection to change into an alt character outfit.
#Marvel vs capcom infinite demo select screen leak season 2 download#
To make the Costumes available, simply download these DLC costumes from your game system’s digital store. At launch there are two editions of the game you can get that include all 4 Costumes: The Deluxe and Collector’s Editions. How To Unlock: So far 4 Alternate Characters* are playable as “Premium Costumes”, which transform characters from the existing roster into related characters with new appearance, moves, unique voices and dialogue. Which of the last 6 DLC character could be next to be announced? Amaterasu, Deadpool, Phoenix, Viewtiful Joe, and more obscure Marvel, Capcom or other guest characters? Who’s your favorite? How To Unlock: Rumor has it a second $30 DLC Characters Pack called “2018 Character Pass” for Marvel vs Capcom Infinite has been in planning and grants access to the 6 remaining DLC fighters - including Gill (from Street Fighter 3), Wolverine (from X-Men), and Doctor Doom (from Fantastic Four) - as they get released over 2018. The first six DLC characters for Marvel vs Capcom Infinite revealed! Black Panther, Sigma, Venom, Winter Soldier, Monster Hunter (Female) & Black Widow join the fight later this year. Here’s a video that shows Character Pass DLC characters:
#Marvel vs capcom infinite demo select screen leak season 2 full#
Instead, we can expect them to treat downloadable characters just like the full fledged on-disc characters. Note: These 6 DLC characters were not included in the Marvel vs Capcom Infinite planning, therefore this is not on-disc DLC, since these characters reportedly did not go into development until after the full game went gold. This “Season Pass” grants you access to all 6 additional DLC fighters as they get released over the October, November to December 2017 period at a pace of two DLC characters per month in the above mentioned order. How To Unlock: The Deluxe and Collector’s Editions include the main game and a “2017 Character Pass”, which contains access to six all-new additional post-launch characters including Black Panther (Marvel), Sigma (main antagonist from Mega Man X), Venom (Spider-Man), Winter Soldier (Captain America), a female Monster Hunter, and Black Widow (Marvel). Unlockable Characters #1-6: Black Panther, Sigma, Venom, Winter Soldier, Monster Hunter (Female) & Black Widow.These character release dates are to be determined, so we’ll keep you updated on this page with announcements. Then they will appear as part of your character select screen roster. To unlock these downloadable new characters, you have to buy both “2017 Character Pass” and “2018 Character Pass” and download each of the twelve characters once they are made available.
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mainshigh · 2 years
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Gradius rebirth times played
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Gradius rebirth times played series#
Can’t wait to see what Rocktober’s all about! But damn if playing Doom wasn’t worth all that.Īnyway, here’s looking forward to more video game music from a man and crew who knows it well. Nowadays, I associate Sign of Evil with fear, despair, and defeatism, all elements that have carried with me into my current life. Having such an uncharacteristically dark ending set to THIS music shaped my malleable little mind, if not outright traumatized it. They were tough and I may have died more than once, but after killing them, you step off into a teleporter that takes you to a dark room where multiple demons outright murder you, and that’s how the first episode ends. The horrid roar they made when they first appeared chilled me at an age that was probably inappropriate for me to be playing Doom. It made me feel like I was about to face something horrible, and the stage featured two Barons of Hell as the boss, their very first apperaance. As a big fan of Doom, I’ll bring up “Sign of Evil,” the track for the final stage of the shareware episode, Knee-Deep in the Dead.Įvery track before this was either rocking or atmospheric, but this one is just plain dire. But I can give one with a reasonable experience behind it. It got me to thinking what my favorite game track is, and… there’s too many of those. You rarely get to hear it all at once in-game because of the random battles, but it’s a soaring, triumphant track that stirs your sense of adventure and rouses your excitement to explore the world and discover new things.īrett, congratulations on 100 episodes of appreciating the least appreciated element of games. The track I’m sharing is one of the World Map themes. The joy of playing the game for the first time back in Middle School, watching my brother play it after I pestered him into trying it, playing it along with my friend Luke and giving the characters our own Voice Overs. Listening to the track brings back many memories for me. It’s a track from the Dreamcast RPG: Skies of Arcadia – one of the first RPGs I ever played and still my favorite game of all time. I’d like to chime in with my own favorite Video Game Track. I love this show and share it with my friends every time you cover music I know they’ll like.
Gradius rebirth times played series#
I tried out the Ys series because of this show. “Creepy Crag” from Plok is now a mainstay in my music playlist. You’ve introduced me to so much excellent new music. There's a sampler already out if you wanna check it, it's really good: I'll actually be drumming on a couple of the tracks!Ĭongratulations on 100 episodes, Brett! I’ve listened to every one of them and enjoyed them all (even the Road Rash episode). Warfare on a Plain – Vandal Hearts II / Hiroshi TamawariĬhris: ya gotta upload that Wild Arms VHS you mentioned, I feel like I might've gotten a glimpse of that at a Babbage's when I was an elementary schooler and it made me go "oh wow, PlayStation's pretty cool!" Also, "Overworld" from TMNT1 NES was the first videogame tune I ever retained in memory as a kid, so that also holds a special place in my heart! The game's quality be damned.Īs for Mario All-Stars…honestly the Mario 2 & 3 remakes are okay, 1's is the one I take most issue with, and its remixed soundtrack :/Īlso, Brett, you're going to absolutely love the Chronicles of Time CT arrangement album that's coming out soon. Stickerbrush Symphony – Donkey Kong Country 2 / David Wiseĭark World – Zelda: A Link to the Past / Koji Kondo Starting the Journey ~Breath of Fire~ – Breath of Fire / Mari Yamaguchi In case anybody cares, here are my other "BEST" videogame tunes, via the God-God-God Tier VGM Playlist I made (that were already featured in previous eps):įight 2 – Final Fantasy IV / Nobuo Uematsu Re: Tim's "Reincarnated Soul" pick, I absolutely adore the remixed version in Castlevania: The Adventure ReBirth on WiiWare: Great selections, not a single Final Fantasy or Mega Man title in there! :O Seriously nearly every song is great in that episode (and I even learned something new)
The ENTIRE Cavalcade of Sports Episode.
Megami Tensei 2 – Dawn of the Human Being.
Wrestlemania – Hulk Hogan theme (aka “finger-puppet-on-a-candy-stick” song).
Anyways, thanks for making this show possible and available for the following reasons (in no order): In many cases, these were songs that I was not exposed to in my childhood ( I’m 32 years old, and judging by Lasertime I had a similar childhood to Chris Antista). These songs are SOOOO good that I keep coming back to them, and in cases where the songs are hard to find I literally have to go back to the episode to hear them. What a great episode (still listening, haven’t finished, just got past the Wild Arms song! While it’s impossible for me to pick any one song as my favorite of all time, I *do* have some favorites that have aired on this show.
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spinningbuster98 · 1 year
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Mega Man X6 Part 2
Ok so we can finally tackle the...”least bad” levels of X6
Commander Yanmark is pretty annoying, mostly due to those giant insect enemies that are tanky, throw their guided blades THROUGH the walls, and quickly resurrect after you beat them. The levels spams them really hard, it’s worse than the slicers in Metropolis Zone, and it makes the level a pain.
Then there’s the infamous room with the instakill spikes that forces you to make a leap of faith because the camera doesn’t show them all to you. I honestly don’t have too much of a problem here because it’s a really short segment but ehh
Then we have Central Museum aka Ground Skaravitch’s level.
This is shit.
The level design is incredibly cramped and awkward and those Nightmare enemies (who can pass and shoot through walls) are spammed with little rhyme or reason, along with the level randomly spawning those...rock things to throw at you. The whole level is just a big mess that feels like it was designed in a single day to meet a deadline.
The worst part is that the specific areas you’ll go through are decided at random every time you touch one of those Totem holograms. This can be a  huge issue if you’re going for the Light Capsule or Heart Tank or the Alt Route entrance, since you just have to hope that the level will be kind to you and take you where you want to. I was lucky this time but there have been times when I had to replay this level around 5-6 times just to get to the Light Capsule. Just wonderful design there guys.
Infinity Mijinion’s stage, much like Shield Sheldon’s, is incredibly short, extremely linear, with absolutely no real platforming, you’re just going down a straight line for 3 minutes while the level throws everything and the kitchen sink at you.
Then you face the boss.
Infinity Mijinion is one of the worst bosses in Mega Man history
I don’t think I even have to explain why. Just look at him! Look at how much of a mess this battle is!!
“Why don’t you use his weakne-”
Because it sucks! He’s supposedly weak to Shield Sheldon’s Guard Shell, but that weapon is a shield that doesn’t hurt enemies directly, rather it refletcts shots back. In Infinity Mijinion’s case it only reflects a specific laser attack that he only shoots half the time, it doesn’t damage him all that much more than a regular charged shot, and is also not guaranteed to ricochet back to him precisely without hitting any of his bubbles or clones! There is no strategy here side from hoping for the best.
This is one time where I actually prefer using X over Zero. X6 just assaults you with everything on the screen every 2 seconds, making X’s defensive play actually less effective when compared to Zero’s lower defense but coupled with a higher offense. Yeah you’ll die more often with him but there’s also a higher chance that your enemies will die before you do, but in cases like this I think you really need X’s better defense.
Also, see those blue crystals that pop up throughout the levels? Those are entrances to alternate routes in the stages. Every level has one and at the end you’ll face a boss. The first time you enter one it’s Nightmare Zero, like I showed previously.
However the next time you enter you’ll have to face High Max.
Don’t do it.
Don’t even try.
High Max is 100% invulnerable to your regular weapon. The only way to damage him is with a boss’ special weapon.
Here’s the issue
First off: there’s no guarantee you’ll even have one when entering one of these portals and even if you do there’s no guarantee it’ll be effective, for example it may not have enough ammo to finish High Max off or it may just suck ass period
So what do you do in this circumstance?
You reset your console and go back to the stage select screen
I’m dead fucking serious
High Max can present you with an honest to God impossible scenario, where you’ll be locked in a room with him without being able to actually damage him, so you either get a game over or reset the console.
This WILL happen to you on your first playthrough. It WILL.
Half of the alternate path entrances are really easy to find (see the one in Infinity Mijinion’s stage), and sometimes you may even touch one accidentally. You WILL face High Max and you WILL rage at the screen for half an hour wondering what the fuck it is you’re doing wrong.
This is genuinely broken game design the likes of which I have never seen in a commercially released game past the 1980s I guess
Sonic fans bitch about Silver in 06, and yeah he’s broken on a technical level, specifically if he happens to get you stuck in a corner, but you CAN beat him, you CAN damage him, the game doesn’t just suddenly throw at you an insurmountable obstacle just because you didn’t happen to have the foresight needed to know that “Oh I’ll need X and Y to even stand a chance against this boss, silly me!”
Next time we’ll face the rest of the stages and see just how utterly incompetent, broken and just downright malicious X6′s design philosophy and game mechanics truly are.
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