Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Bag of Magic Food

Pages: 1 2 3 4 ... 42
26
YEAAHHHHH!  You had to LEARN the game, and EARN your stage clear!

27
ON THE NEXT EPISODE OF FULLMETAL ALCHEMIST ZEEE: Sad Envy is sad.  ;O;

28
Original / Re: Top Spin is not useless
« on: April 26, 2010, 01:33:28 AM »
The Nes version i can understand , my guess is that first they wanted it to lose energy on impact, but it was buggy and instead of taking 2 bars of energy it could take the whole thing. This was fixed in Genesis version and the Gameboy version.
My theory was that MegaMan was supposed to bounce away from the enemy on every impact, whether or not that enemy was immune, but they weren't able to get the "bounce away" routine to kick in before the "get hurt" routine most of the time.  It just seems unfair that you would have to get hurt from using Top Spin before you know it's ineffective.

Using up all the energy is another thing that makes it bad for beginners.  If you know why it happens, you can avoid it: Just don't use it on an immune enemy while you're flashing from hit damage, or on a Robot Master while it's flashing from hit damage.  As long as you're inside an enemy while spinning, the game will keep deducting Top Spin energy every frame, and it won't be interrupted by another hit until you stop flashing.  This is also why it's "super effective" on the MeggerClones and Dr. Wily's final form after you've been hit: Fortress bosses don't get invincibility flashing, so the game deducts from their energy once every frame, making the actual amount per hit pretty moot at that speed.

But however it was meant to work, the Genesis and Game Boy games changed Top Spin just enough to still resemble the NES version's workings but without the quick drains, making it easier for beginners, but a little more boring...

29
Another thing I remembered these games took from the Game Boy games is that you don't get to see the Robot Masters' names until after you choose to fight them.  Unless you have the manual with you, you're left to think, "Uh, I guess I'll pick this shifty-looking guy with the horn on his head, whatever he's called."  And they don't have the excuse of the Game Boy's smaller screen!

30
Gaming / Re: New Super Mario Bros. Galaxy 2 Wii Turbo Edition
« on: April 21, 2010, 11:12:57 PM »
Puzzles like this?

31
Yeah, there'd be like, a blue robot and a red robot, and they'd hunt for treasure in space and cyberspace while defending stuff from evil robots.  No one will complain about scrambled continuity if the movie takes only the AWESOME parts of the games!

32
Gaming / Re: New Super Mario Bros. Galaxy 2 Wii Turbo Edition
« on: April 21, 2010, 03:32:17 AM »
Yoshi gets wings, Mario's hat gets wings, hey why not?

33
I want a MegaMan movie that mixes all 7 of the series together

It would be MADNESS

34
X / Re: X7-X8 never happend?
« on: April 20, 2010, 04:17:48 AM »
X1 never happened

X is still in that capsule, never to awaken



until Christmas

35
"Going to be"?  Where did you get the idea that a movie's actually being made?

36
All three games share one thing I absolutely loathe, however: split boss select. This is an insult to the formula. The one thing that makes Mega Man stand out in design is how much freedom you have to select your route. When they cut the stage select in half, they also cut the game's element of strategy in half.
I would say it's worse than half.  With 8 choices at the start, there are 8! = 40320 possible level completion orders.  With only 4 at a time, there are only 4! x 4! = 24 x 24 = 576 possible orders.  But then if you consider that what equipment you have to start the second set will always be the same and thus independent of how you play the first set, it's really more like 4! + 4! = 24 + 24 = 48 notable ways altogether.

37
Gaming / Re: Why can't all games be in the same format?
« on: April 19, 2010, 04:20:33 AM »
Restrictive intellectual property laws mean you should never be allowed to play the wrong game version for your region!

38
Gaming / Re: New Super Mario Bros. Galaxy 2 Wii Turbo Edition
« on: April 19, 2010, 04:19:11 AM »
New Mario powerup. He goes cloud hopping:


I thought you had to evert to layer 2 or 3 to do that.

39
Original / Re: Rockman 7/8 FC (Spoilers)
« on: April 15, 2010, 02:11:13 AM »
Storm Owl is from MegaMan X4, I don't think you'll find him in this topic.

40
Original / Re: Rockman 7/8 FC (Spoilers)
« on: April 14, 2010, 06:19:05 AM »
You should only upset the balance if you intend to create a new balance!

41
Original / Re: Rockman 7/8 FC (Spoilers) Wily stage 1
« on: April 14, 2010, 04:55:52 AM »
"I'd rather have MM5's Beat than Rush Bomber." (mm6's beat was wimpy and couldn't fight bosses)
But it destroyed large stage enemies in one hit!

Also, people could say what they want about the "Jump, jump! Slide, slide!" warnings, but I actually found them to be pretty helpful. Since the Famicom remake lacks those, it's a bit harder, but maybe that's just me.
Um, they are there in the latest video, only they don't sound much like speech anymore.

The boss is slightly harder here, because instead of being able to use two weapons at once you have to switch back and forth. Sometimes, you have to wait for a mega ball to disappear before you can switch to mega buster which leads to you getting shot at.  
And don't forget to anticipate the angle of the dangle!
[youtube]http://www.youtube.com/watch?v=9iKpOCQHTpw[/youtube]

42
Gaming / Re: Why can't all games be in the same format?
« on: April 13, 2010, 08:50:10 AM »
They don't want you subverting their global distribution method!

43
EXE / Re: MM4 Blue Moon help... please...
« on: April 12, 2010, 08:41:02 AM »
Rage duck?

44
Checking my Photobucket, I already did that... poorly.



45
Rockman Series / Re: Greatest single program EVER
« on: April 12, 2010, 05:44:08 AM »
FLAME! If you hold down A+B, do the stars turn into birds?
Isn't it just the A button?

46
X / Re: X7-X8 never happend?
« on: April 12, 2010, 05:41:28 AM »
That didn't turn out to be true, but it gives a good example of how quickly the perception of how the storyline works can change. The way I see it, it'll change again at some point, no matter how small the detail it may be.
And that's why I keep batting the Cataclysm around.  At one time, it made a lot of sense to a lot of people.  Even as new games and other materials come out, those people are going to see the new story through the lens of the Cataclysm and make it make sense in that regard.  If we want it to really be disproven, we need a game that shows the creation of Zero outright and what Dr. Wily first did with him rather than all this "and then a century later" murkiness.

47
X / Re: X7-X8 never happend?
« on: April 11, 2010, 05:36:13 AM »
Sorry, but birth of Zero is 1XX years ago. The wrong century to cause the cataclysm.
So it happened a little late...

48
X / Re: X7-X8 never happend?
« on: April 11, 2010, 02:43:42 AM »
Well, it doesn't actually say he wasn't activated before being judged too uncontrollable, so we're still relying on Word of God outright saying the event didn't happen.
Good point; why couldn't I interpret it as meaning that Dr. Wily decided Zero was too uncontrollable because he caused too many cataclysms?   [eyebrow]

49
Gaming / Re: Sonic the Hedgehog 4 (Wii, PS3, 360)
« on: April 08, 2010, 02:40:06 AM »
Well you can't complain about a game if you're not familiar enough with it to know what's wrong with it!  That's why I usually don't do so, but... You can press your luck and try if you want!

50
Ah, good old Punk.  I think I once described him as a mix of MetalMan and Metal Sonic.  I like how now you can't slide under him, but he has an altitude where you don't have to jump at all.

Ballade... They give him a mouth, but no raised horns and shades?  Good to see him in color though.  These stages are a fun nostalgia rush, especially since I TASed the games they came from.  They remind me of that time somebody hacked CutMan's stage to resemble the Game Boy version.  The exploding barrier puzzles are back--were they anywhere else in MegaMan 10?  And are you just screwed if you get to the barriers you have to break under your feet without a special weapon?

Pages: 1 2 3 4 ... 42