#... like 'mega man 2 stage select'...
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ollithan · 3 months ago
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Kay, so like, Mega Man 8's stage select screen is something I think about regularly, not only because it's visually the coolest out of all of the classic stage selects, but it's also very funny.
Cause even though the robot masters' locations/places of origin aren't important like they are in 6, it has a shitty pixel globe that gives us an approximation of where everything is located and I NEVER see anybody talk about it. On that note, I present to you my analysis:
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A couple note about this that I think are important: 1. If I remember correctly, I pulled these screenshots from Japanese gameplay because I was curious to see if Dr. Light's lab was still located near the US Southern border outside of the localization (what started my deep dive in the first place), and as you can see it is 2. The little markers they're using are fucking massive and a pixel globe is gonna lose a lot of nuance, so I could be pretty off on some of these and I am open to suggestions from the public
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switch347 · 2 months ago
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100 Subscriber Special
Hey everyone! We're getting pretty close to reaching 100 subscribers on my YouTube Channel! In honor of reaching this milestone, I'm going to be making a remix of one of these songs, and you, the audience, can decide which song I remix! Just select the song you'd like me to remix; if you have something else in mind, feel free to comment below! I'll be collecting votes from Tumblr, YouTube, and Twitter/X, and announce the overall winner in a week from now. See you all then!
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dinkyasssongtournament · 2 years ago
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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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rickyreeves1980 · 2 years ago
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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 · 2 years ago
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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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glassmarcus · 7 months ago
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The Strangely Important Game Boy Mega Man Games
The portable Mega Man games have an interesting spot in the franchise. It starts with Mega Man: Dr Wily's Revenge and it's everything I’d expect from a portable version of the first Mega Man game. It has pretty bad level design where damage feels unavoidable, like the original. It's pretty stingy with lives and health drops, like the original. And it runs about as well as the first game, which is surprising considering it’s on the Game Boy. The sprites are bigger to accommodate the smaller screen, and knock back is reduced the make up for the increased amount of things flying off screen to hit you. It's not great, but it's about as good as the original. I actually prefer this version as it’s shorter and I don’t like either game. The cool thing that sets it apart from just being a Game Boy port with different level design comes at the very end. Instead of the traditional boss rush against the same Robot Masters from earlier in the game, you have 4 new fights from bosses that appear in Mega Man 2. This is legitimately cool and a great way to shake up the structure of the franchise.
Mega Man II is the Game Boy analogue of Mega Man 2. It has fair level design like Mega Man 2. Plenty of item drops like Mega Man 2. For the most part is easy like Mega Man 2. These games seem to understand the assignment. They are good reflections of their NES counterparts. What isn't reflected is the sound track which sounds grating in a way different from the other Game Boy Mega Man games. Not sure what happened there. I guess they made some sort of ritual sacrifice to get the game to run decently. It also might involve the small fact that this game wasn’t developed by Minakuchi Engineering like the others are. II is a big step up and continues what Wily’s Revenge did in introducing Robot Masters from the next corresponding console game. Here they aren’t just fights, but stages. What's weird is that it's basically just 4 stages in one big stage. Really glad I'm not playing this on original hardware, because I would have lost my shit when I got a game over near the end of that level. II is probably something I'll come back to. It has the same level design ideas as Mega Man 2, but you also have the slide ability from Mega Man 3. It's neat to explore prior level motifs with new abilities.
Mega Man III kind of lends to my theory that II has a bad soundtrack because it runs the best. III sounds great, but it suffers frames more than any of the Game Boy games. III follows the same structure as the last games in that it's a mixture of Mega Man 3 and 4. This time it actually gives the Mega Man 4 bosses their own levels and splits the game into 3 acts. The first act where you fight a set of 4 Robot Masters from Mega Man 3, a second act where you fight 4 from Mega Man 4, and the third act where you take on the Wily Castle. This is something that the main series sort of adopts in Mega Man 7. You also get the Charge Shot from Mega Man 4 and get to use that with Mega Man 3 type levels. These levels are too damn long though and I'm not a fan of how they are designed, which is again reflected in the NES counterparts well, because the stages I don't like are also the stages from Mega Man 4, a game that I don’t remember having good level design.
Mega Man IV fucking rules. This game has levels with Multiple paths. This game has collectible currency and an item shop. This game has unique level select graphics. This game has a unique stage between acts 1 and 2. This game has cutscenes with dialogue. All of these things end up being series staples later on and they all derive from IV. It's still the same song and dance from the last few games, it still performs kinda bad and has an absolutely mental final level. But it's basically as refined as it can be for what the formula calls for. The really went above and beyond with this one. Here is where we really start to see how integral these Game Boy games are to the evolution of the franchise.
Mega Man V acts as the finale. Quality wise it's the same as IV. It doesn't bring as many ideas to the table regarding the whole franchise, only the rocket punch really sticks, but as a game, it's the best one because it has the strongest identity. It's not a Game Boy version of Mega Man 5 by any means. It is it's own game. It has its own level ideas, story, and bosses and feels like what the portable games were leading up to. They slowly broke away from being happy meal versions of classic games to being games that influenced the mainline ones greatly, to a game which is on par with any NES Mega Man game. It was quite a journey and it makes me more curious about how many other series are like this, where an outsource developer makes portable games for a franchise that have lasting impact on the main games. It cant be just be Sonic the Hedgehog with Dimps and Mega Man with Minakuchi Engineering. Makes me want to investigate what contributions Vicarious Visions and Digital Eclipse may have made to Crash Bandicoot and Spyro. Not anytime soon. But maybe one day.
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lorz-ix · 10 months ago
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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 · 11 months ago
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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 · 2 years ago
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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 · 2 years ago
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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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rockman-x · 10 months ago
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the dream was basically:
i got some fucked up horizontal game boy that had 4 buttons + 5 cartridges. the a button didn't work, but the START button worked as BOTH THE A BUTTON AND THE START BUTTON.
first game i played was Mario Land but it was horrible, so I switched to (apparently) EarthBound.
i wrote my name, "VIO", and while i did i thought "huh, is this EarthBound Zero / Beginnings? I doubt Mother 2 can run on this..." but the game presented itself as a SNES game and I was like "huh". but under the game's name where stuff like "HAL 1995" would be, it said "MEGA MAN X" which confused be further.
some anime girl showed up when i booted the game, with giant boobs and shit. i skipped the opening cutscene and the character selection screen showed up. the options were:
star man; wearing a blue scarf and a crazed expression, with minor differences in his design (including the lack of stars on his chest, but i added them in the drawing because he looked naked without one)
mega man, but yellow with some blue lights instead of red ones, and he also had a forehead gem like X. he had turned evil, for whatever reason.
sigma, using x's armor (likely possessing his body), which was green.
star man intrigued me the most. why HIM, of all robot masters? what happened to him? so, with him being one of my top 3 favorites, i selected him as the playable character. an introduction briefly explained something that happened to make him lose his mind, but it happened way too fast.
the game played like shit, basically. it was basically just the mega man x3 opening stage but... yellow and orange, since the sun was setting. star man had a saber that could generate a shield instead of his regular star crash. he also had a charge shot. it was like a crappy flash game. i played a bit then woke up.
honestly, i don't know what i expected from some bootleg gameboy... but i do know that i wanna turn this into a creepypasta shitpost game at some point. lol.
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fucked up star man that showed up in my dream 💛
the dream wasnt even scary but his playable character portrait stuck with me (which was this but way better, animated and creepier) (I obviously chose him but the game SUCKED ASS)
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stardestroyer81 · 3 years ago
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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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hellhathfrozethover · 2 years ago
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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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crusherthedoctor · 2 years ago
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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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burningbasementperson · 2 years ago
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Kouign-Amann Cookie present:
Mega man and Bass reviews!
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For those who are unaware, Mega Man & Bass was one of the few Mega Man games for the Super Famicom that was never released in North America. The game lets you play as either Mega Man or his sinister-looking cohort, Bass, both of whom have different abilities that affect the way you play the game. Mega Man has all of his traditional attacks, such as his buster shot (which he can also charge up) and the slide, but Bass is a little more dynamic, with his ability to rapid-fire in any direction and to perform double jumps, a skill that becomes invaluable in later parts of the game. Both characters can absorb a boss's weapon, but unfortunately, these weapons function similarly for both Mega Man and Bass. It's also worth noting that Mega Man's default weapon is a little stronger than Bass', which is meant to compensate for Mega Man's inability to use rapid fire.
Starting to playing on gamer
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Interestingly, many of the levels and even some of the boss fights in the game seem to be primarily designed for Bass and his specific skills, or at least they're a little bit easier when playing as Bass. As previously mentioned, Bass' double jump is quite useful. It helps you bypass certain obstacles--such as the annoying disappearing-reappearing block puzzles from Mega Man 2 that appear in the game--which Mega Man would have to confront head-on. Of course, Mega Man has his own advantages. He can slide into small areas that usually contain health and, in some cases, into areas that Bass cannot reach, but these aren't as abundant as you might think.
Whether you're playing as Mega Man or Bass you'll find that the game, or more specifically the boss battles, can be fiendishly difficult. In most Mega Man games, you can learn the attack pattern of an individual boss and adjust your strategy accordingly, but in Mega Man & Bass, the bosses have so many different attacks that it can be difficult to gauge what they're going to do next. It can be frustrating to encounter a boss only to lose all your lives and have to start over at the beginning of the level, but since the levels are relatively short, it's not a huge pain to go back through them repeatedly. The fact that the game automatically saves at certain points in a level makes this more bearable.
There are a few other differences between Mega Man & Bass and most of the other games in the Mega Man series. Instead of selecting any level at the beginning of the game, you'll only be able to select from three--you can select other stages after beating the first three bosses. In addition, Mega Man & Bass features a shop system where you can buy power-ups for either character, including additional lives, health, or armor that reduces spike damage. Only a few of these items are truly useful, but there is quite a selection to choose from. Lastly, there's a library in the game where you can unlock information on dozens of Mega Man characters by finding CDs that are spread across each level, some of which are precariously dangled over spikes and other such hazards.
As with most ports from the Super Nintendo to the Game Boy Advance, the graphics in Mega Man & Bass appear to be unchanged from those in the Super Nintendo game. Most of the sprites in the game are quite large and vivid, and they animate well. Even the traditional helmet-wearing enemies from previous Mega Man games have a surprising amount of detail in their walking animation. There are also some nice little touches. When Mega Man or Bass are dangerously low on health, their idle animation will indicate that. Unfortunately, some of the backgrounds can be a little bland at times, but you'll have little time to pay attention to them anyway.
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The music in Mega Man & Bass is successful in capturing the theme of each level, but there aren't any tracks that particularly stand out. The music quality also varies--some tracks sound as though they were produced on Game Boy sound hardware, while others are definitely Super Famicom quality. All of the sound effects have been reused from previous Mega Man games, particularly the noise that Mega Man and Bass make after landing a jump, which you'll hear quite often.
There's nothing particularly special about Mega Man & Bass other than the fact that it lets you play as two characters with different abilities that can actually make the game more difficult or less difficult. As such, if you're looking for a straightforward Mega Man action game, you really can't go wrong with Mega Man & Bass, but if you're looking for a game that puts more spin on the traditional Mega Man recipe, you might want to try out the Mega Man Zero games or the Mega Man EXE games.
And also forgot Mega Man X 5, doing well........ Don't ask me about on game boy
Not other say, it's pretty good
1/35
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spinningbuster98 · 2 years ago
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Mega Man X7 Part 2.5
Ok so this video was supposed to be much longer buuuut...my controller’s battery died not even midway through and I had to cut it short with just one level done and little else. Sigh
Well anyway Ride Boarski’s stage is god awful. People bitch about the Ride Chaser segments in past games and how trial and errory they were, but at least they didn’t control like utter shit!
This thing turns soooooo stiff even when you’re barely touching the accelerator! And the level forces you to collect those bombs under a fucking time limit!
The only way to play this shit is veeeery slowly and methodically, which completely fucks the whole premise of a Ride Chaser stage, and since you can’t turn around if you miss a bomb you’ll have to go through the ENTIRE thing all over again just to have another shot at getting it (the 2 bombs right after that ramp can fuck right off)
Ride Boarski himself is a mess of a fight mainly due to you barely being able to see some of the shit he throws at you because it genuinely blends in with the groud due to this game’s bland as fuck color pattern
Oh hey we’ve finally unlocked X!
He’s a much better Axl
Yeah he can do pretty much everything Axl can only he has a charge shot and his armor upgrades. He makes Axl mostly obsolete and this is most likely why the game makes you unlock him, because otherwise the new kid in town would be pretty useless. I mean I’m still gonna use him as a makeshift secondary health bar because Zero is even worse but eh
Also I don’t know if you’ve noticed but this game is fucking SLOW, not just in gameplay but also just simply when it comes to navigating the menus, the FUCKING MENUS!! Especially in between stages!
You can’t fastforward dialogue, it asks you double confirmation for every little thing you select and Alia will always, ALWAYS explain to you what chip upgrades do every single time and you can never skip that!! And it’s this after every level! 8 rounds of this shit!!
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