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Messages - Hypershell

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3426
I find it funny how the lack of VWS/Learning System is used as justification for Biometals being weaker than the original when in fact Zero had the exact same problem in Z1.

This thread has mostly revolved around game mechanics, which can make the exact same character weaker or stronger for no reason at all (case in point: the charged saber between Z3 and Z4).

So far as how the Biometals compare to the originals, Models X and Z didn't seem all that impressive to Serpent and PnP, who were already familiar with the Big Four Biometals.  However we all know that Zero, and we can safely assume X, outclass the Big Four.  That being said, Zero and X both took time and weren't considered all that extraordinary in their early days.  It took time for them to gather experience and power before they truly became a force to be reckoned with.  I suspect the same holds true for a Chosen One attempting to use the power of their respective Biometals.  

In terms of game physics, each has their own strength.  It should go without saying that ZX has the far superior buster shot, however Zero had the more powerful charged saber (although as mentioned above that power diminished a bit in Z4 but was still superior to ZX).  Zero also gets longer reach with his saber.  So there's ups and downs to both.  But I still say that a lot more could have been done with Model ZX if the series hadn't been canned.

I prefer to call the Spinning Slash as Kuuenbu, hence it has its roots in that technic.
The slash (in X4) is Kuuenzan.

3427
Gaming / Re: What defines 'Hard Mode'?
« on: September 23, 2009, 01:15:04 AM »
Like Aqua I tend to regard X6 as a good example and Zero/ZX as a bad one.  A challenging game to me is one that remains challenging even when fully equipped.  To me, ZX and ESPECIALLY Zero are not Hard, they're Handicapped.

I don't enjoy knowing that my opponent is pulling any punches either, which is perhaps the one imperfection that haunts me on ZX.  It is not physically possible for a fully powered player to fight a fully powered boss.  That there's a lousy design.

It should also always be realistically possible to not die.  Note that I said possible, not likely, there's a difference.  I'm no stranger to losing lives, but the ability to react should count for something before a life is lost.  MM9 is a bad offender in this category, near the beginning of Splash Woman's stage you're dropped directly into the middle of a 4-spike-wide divider that you cannot see until the screen finishes scrolling and you start falling.  The trap is too wide and thus you cannot realistically evade that if you don't know it's coming, while it's completely skill-less to evade once you do, so the obstacle is senseless.  The helicopter claws fall into this category as well; they drop almost instantly from off-screen with no warning, ever, and are always in the vicinity of spikes.  More often than not you are automatically dead in such a case.  The few areas that do have a chance for survival usually require hop-jumps that, once again, you have no warning of until it's too late.

The latter half of World Circuit S in Punch-Out!!'s Title Defense is another one (an otherwise kickass game, BTW).  It gets to the point where reflexes simply will not cut it and you have to memorize the order of the punches your opponent will throw.  If the only way you can win is to know what's going to happen before it does, then something's wrong.

3428
Gaming / Re: Super Smash Bros. Thread
« on: September 23, 2009, 12:49:03 AM »
I'm not the best person to ask that.  I am neither familiar with the reference (seen the meme, but I didn't know who the hell Kanye was before that) nor do I agree with the statement (much as I miss Mewtwo, touting Melee over Brawl just reminds me of tourneyfags too easily).

I used to have a 2-part Taunt.  But that was before my rabid Yoshi fandom demanded I reserve two slots for SMW cartoon lines.

So far as character-selection goes, Yoshi's my best all-rounder, but it's hard to argue against Bowser in a 2.0 match, seeings how Flying Slam amounts to an instant-kill.  When necessary I mix it up with Peach, Sonic, and Ike, since you if you play the same character long enough people start to catch onto your moves (that or beating them gets old 8D ).

3429
Gaming / Re: Super Smash Bros. Thread
« on: September 20, 2009, 07:23:18 PM »
Well, I know I do.

For future reference, my comp is in the opposite end of my apartment as the Wii.  So unless I have my DSi browser going, which is exceedingly slow (so probably not), I cannot respond between matches.

First time I ever had a 99-Stock match with no limit online (and man, I was I thanking God that I got the stage choice, Live And Learn rocks!).  That was certainly a blast. 8)

3430
Gaming / Re: Super Smash Bros. Thread
« on: September 20, 2009, 04:57:26 AM »
Eh, sorry, today was my game-night with my brother.  And much as I try to twist his arm into Smash, I never seem to have much luck.

Circumstances just aren't cooperating, it seems. O:<

You know what?  I'm going to go on Smash now.  I'll try and stay on for at least an hour, so if anyone's up for a match, feel free.

3431
X / Re: Best and Worst Armors?
« on: September 20, 2009, 04:54:37 AM »
So X6 is like your fav MM game? (only other game I can think of is Xtreme2)
Xtreme2 is.  X6 is my favorite main-series game.

Not like I don't lose my fair share of lives in X6 either, although part of that is lack of practice as my game library grows ever larger (and another part is my insistence on forsaking Life Recover for Overdrive as X).

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MMZ is always referred to as being so freaking difficult...
I basically resent Inti's entire concept of a Hard Mode because they always obtain it by crippling the player.  At least in Z2 there was an attack strength boost to (sort of) counter-balance, but still.  ZX stopped crippling your weapons but made health management ridiculously tedious, since you depended heavily on reserve items.  Frankly I'd have been happier if they kept the Life Ups and axed all recovery items instead, would have made Hard Mode more classic-esque.

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on the other hand Zero1's hardmode is arguably the easiest hardmode in a (MM)game ever.
For me it ties between X5 and ZX.  ZX's Hard Mode is nicely counter-balanced if you've unlocked Model X for the entire game.  Not to mention OIS is death on any difficulty.  And X5 on Xtreme mode...really isn't that hard.  The boss life bars are just tediously tall, but their attack patterns are still simple.  Most of what can be called "hard" in X5 is still there on any level (Ride Chaser, death-beams, and such).

Maybe that's why I refuse to play X-series games on lower levels, X5 spoiled me.

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X6&X5&Z2, ZXA, ZX, Z4&X8, Z3, X7, Xt1&Xt2, Z1
Xtreme2 HAS a hard mode?

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Weapon levelling in RMZ = dumbest MM game idea. (that I can think of >.>)
It's definitely up there, yeah.

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all elf EC cost combined sums up to MORE THAN THREE TIMES Zero's Max Carry capacity.
WHAT THE F*CK!?
Oh jeez, I remember that.  Z1 elves were freaking gluttons.  Is it any wonder I don't want to replay outside of Ultimate when about 3/4 of the game is camping for EC and weapon experience?

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Oh yeah, I forgot, you like to have it ALL XD
Damn straight.

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(like if they had allowed you to TRANCE THE HELL back from D-2 after fighting Girouette)
ZX did have a few wonky Trans Server locations.  That was one nice thing about ZXA; every level had a definitive end, with Trans Server.

3432
X / Re: X8. I didnt like it all that much.
« on: September 20, 2009, 04:30:00 AM »
If you can't beat every stage with unarmored X, then why bother making unarmored X an option?

First of all, yes you can.
Second, Unarmored is not the game's default form, Falcon is.  Unarmored exists for the sheer challenge of it.  One which by your own admission you can't handle.

This is what I mean when I say that X6 makes you use your head.  I cannot turn around without running into somebody who thinks such-and-such a stage unarmored is impossible.  IT ISN'T.  No level whatsoever is.  The core level design of X6 (disregarding the Nightmare effects) is rather ingenious, and humbles many a so-called fan.  They [sonic slicer] and moan about how broken it allegedly is because they can't deal with the fact that they're not up to the task.  Try harder, and stop sucking.

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And I don't think I need to discuss Zero's revival
His revival is no worse than X's.  Both were left for dead, both were repaired by their makers.  The only difference is that X's revival was shown on-screen in the same game he was killed, and Zero's wasn't.
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Isoc adding useless plot holes
Which are?
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and Sigma being totally brain dead when he's a virus.
Sigma was killed 3 weeks ago and has not had time to properly recover.  What about that is difficult to understand?

3433
X / Re: X8. I didnt like it all that much.
« on: September 19, 2009, 02:55:37 PM »
I'd say that X8 was well beyond X5, X3, and Xtreme1 in the quality department, all of which predate the games you mentioned.

X5 was no quality title, either.  It was, like X7, great ideas with bad execution.  Not *AS* bad execution, but still.  The power-ups were tied together in senseless ways, the ties between power-ups, ranking, and boss level shouldn't have even existed, the game was made considerably more linear with an obvious "intended" order of Grizzly to Red, the Gaia Armor is impossible to obtain reasonably early (you must visit every stage and you must have actually cleared Grizzly Slash, Duff McWhalen, and Izzy Glow), and several tanks are impossible or near-impossible to reach as Zero.  It also has quite possibly the single worst boss AI I have ever seen in the versus-Zero battle.  And whoever came up with the idea of Zero dying in a boss explosion, which is in of itself wrong enough, but also without regard to how close he actually is to said explosion, needs to be shot.

X6, despite rushed development, fixed quite a few of those flaws.  The power-up system was opened up, allowing all hell to break loose on your end, and Nightmare Zero provided a PROPER PS1-era Zero battle (without adding a single sprite, I might add).

X8 simply suffers some presentation issues due to crapass art style and generally lazy visuals inferior to Command Mission.  And even if most of X's special weapons were pointless, it did give us some cool stuff.  The armor mix-and-match (even if presented lazily) is long-overdue, in and of itself adding a lot of value to the game.  We got a lot of stuff back that X7 forgot (multiple armors, secret forms, and such).  We got the first-ever secret characters (even if clones, it's still cool).  We got the best-ever Ride Armor (INFINITE GROUND DASH AT LAST!!!) and the first-ever Ride Armor theme music, which kicked ass.

quality drought that is X6
*gives Soultrigger ZEE UPPERCUT!!*

Barring Sentsuizan and the annoying Nightmare effects, X6 does not lack quality.  It's just challenging in a manner that is untraditional for the franchise.  Excellent service to people who know the formula like the back of their hand, I say.  The game allowed far more freedom, customization, and power-up potential than any other in the series (up to 16 Life Ups, 8 Energy Ups, and 5 Power-Up Parts all stackable on either character and any armor), and unlike the Zero series, it gives you insane enough enemy mobs to provide an engaging experience even after you've massed all that power (which incidentally you can obtain without the use of a single special weapon; therefore allowing you to earn for yourself the equivalent of the hacked passwords of the SNES days).  No other MegaMan title gives you the sense of a large-scale battle that X6 does.

I've often said, X6 is to MegaMan what Lost Levels is to Mario.  It's not high production value and it's not newbie-friendly.  But it throws the kitchen sink at you and makes a great challenge for people who know the series inside-out.

3434
Gaming / Re: Super Smash Bros. Thread
« on: September 19, 2009, 02:18:39 PM »
My connection seemed to get progressively worse this morning.  Last night it was just games, this morning the Wii Shop Channel crapped out on me, and nothing Wii or DS-wise would connect.

So I cleared and re-entered the key in my router.  Now it works. -_-

3435
Gaming / Re: Super Smash Bros. Thread
« on: September 19, 2009, 03:39:04 AM »
Alrighty, I'm entering your Friend Code at this very second.  If anybody wants a piece of me, now would be a good time.  I'll be online for a bit.

EDITS: For reasons unknown to me Brawl refuses to connect, even though my system menu's connection test says everything's fine.  I'll see what I can do. -_-

3436
X / Re: Best and Worst Armors?
« on: September 18, 2009, 11:40:18 PM »
Albert will only counter Time Bomb if the Time Bomb is used after his shield is destroyed. The way to avoid this is to take down his shield with Time Bomb already active.
Or to Time Bomb him in the middle of a reasonably long attack, since he won't interrupt what he's doing to counter it.  He waits until the current attack is finished.

I don't know what X4 you were playing, cause Zero's skills were incredibly powerful. Not so much Shippuuga, but the shear brokenness of Ryuenjin makes up for it.
Dammit, Sato beat me to it.  But yeah, Zero's skills in X4 are ridiculous.  Shippuuga is awesome, too, however it's nearly worthless against bosses due to being unable to use it in mid-air (dashing towards General while riding his fist is basically asking for collision damage).

I noticed last time I played the PC version that you can speed up Raijingeki by chaining it to the first or second saber slash (it skips the charge-up animations when you do).  Certainly makes it a lot more useful.

I WILL NEVER play X6 on Xtreme/X no armor again. I already die enough with all gear >.<
Well, that made me feel better. 8)

Yeah, X6 is a beast on Xtreme Mode.  But it's a happy beast for me, since it provides massive mobs for you to plow through once you're tanked up with a max life gauge and UH level parts combos.

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I don't like having to deal with upgrades in mah saber
The entire weapon experience system of Z1/Z2 was wrong...

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switching between CommandCharge and Rakusaiga
I play Ultimate due to my completist nature, but the Command Charge annoys the hell out of me.  ESPECIALLY in Z3 when I'm trying to Throw Blade spam.

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...and I don't like Z4 enough to play Hard, it's Ultimate is the worst of the series
I actually believe the opposite, that it is the best, because it lets you DISABLE the Command Charge and still keep all the other stuff.

Okay, so Elf shots on steroids isn't the most fun way to play, but the double-length life bar makes the game easy enough that leaving the Animal level low doesn't really cost you anything.

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Weapon energy resortered in Trance Servers would have been awesome...It does however make LME capsules even more insignificant...there's only one spot in all ZXA where I remember picking those up, the second part of the Submarine Volcano.
Well, in ZXA you pretty much only find a Trans Server at the end of a mission, when you can just as easily safely stand, so it wouldn't make a heck of a lot of difference besides just streamlining gameplay.

The regenerating gauge works well for ZXA because it counter-balances the fact that all forms share the same BME gauge and that certain non-attacking maneuvers heavily drain it (Queenbee's flight and Vulturon's hover).  In a game such as the first ZX where every form has its own gauge and there is little to no drain outside of attacking moves, a weapon restore at the Trans Server would be enough by itself.

3437
X / Re: Best and Worst Armors?
« on: September 18, 2009, 01:18:23 AM »
I like the fan of the Shurikens, the added range helps a lot.  Seeker-Shuriken was a cool move but making it touch-screen only was stupid; should have been a Sub Weapon (it's 1 shot at a time and consumes BME, so it's not like you can go too over the top with spamming it).

Shadow Dashing really ought to be the norm for Model P/PX.  However, ZXA did it a huge favor with Ashe's Mandala Star.  That move rocked.

No amount of Dashing can fix height, but Recoil Rod propelling can. (as for Z4 /care, who needs heigth there anyway)
I consider it a minor annoyance to be locked into a particular weapon for the sake of maneuverability (besides Chain Rod, 'cuz it's so awesome that way).

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As for Model X, I don't really see the need for the two arms in Double Buster thing, but that's just cuz since that didn't work well for X2 and X3...
That's a matter of physics, not of visuals.  You don't need to be immobile to use your other arm for a buster (just ask ProtoMan).

If they can do a walking saber, they can damn well do a walking two arm Double Charge.  In either case it's 2 alternate walking frames.

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OX does equally worse on ground, not being able to do that in dash...
As with X2 the raw firepower is well worth the tradeoff, not that it doesn't take an adjustment.

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and it's a bloody shame there's no Charge Saber in OIS
So incredibly freaking true.  And there's absolutely no reason this should be the case, they could have just had the second shot locked in the green color (there are, after all, only two charge phases of the OIS buster anyway).

That and Double Jump really should have been part of OX, even if it is awesome as-is.  I am, thankful, however, that OX's normal-mode charged saber is the PROPER Z1-3 attack strength.  The nerfing of that move in ZX never made any sense to me.

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Serpent in his second form is only annoying if you get caught in his OH SO ELABORATE attacks, I'm serious, even on Hard, this is not the biggest concern...Serpent's first however is a much bigger threat(on hard).
This truly demonstrates a difference in play styles.  I can rather easily nail Serpent's first form with no damage.  My love of Double Charge Wave encourages me to find safe spots in his pattern, and you don't really need to attack that often when a full combo wipes out half a life bar.

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Your logic fails.
Easy games can be fun just as much as hard games, people only play "hard" games/modes and talk about it are stuck up bastards, there's nothing wrong with playing something on a difficulty level less than the hardest.
I'm glad someone else has some sense.  I play every X-series game on the hardest level.  And I play every Zero-series game on Ultimate, which is [acid burst]-simple.  There's no reason challenge should be the full and sole determining factor in fun.

Personally, it would have been better if the systems didn't have every single elemental attack (charge or special skill) as taking up weapons energy. We went through the entire ZERO series without needing it, why now? I can understand why regular attacks are neutral unless linked to weapons energy, but for the charges it's a pain unless they go with ZXA's energy recovery system.
As I mentioned in an "Aha!" moment some time ago, the easy solution to the weapon energy ordeal is to have Trans Servers restore it the same as they do health (and really, there's no reason they shouldn't).  That would have done the first ZX a huge favor, I think.  The fact that there is no "restore" point for BME really discourages the use of anything that consumes it.  If each form has its own gauge then an auto-recovery isn't really necessary, but SOME recharge station most certainly is.  Any Classic/X game restores your weapons after a stage, and that's what made the weapons accessible.

Also I feel that Zero-series is an extraordinarily bad example of how to handle weapons, simply because its idea of an "elemental system" was palette-swapping your charged attack.  It really cheapened the whole experience for me.  Thankfully even a neutral-element charged saber brings down most bosses in 8 hits, so you can just as easily ignore it.

3438
Gaming / Re: Super Smash Bros. Thread
« on: September 18, 2009, 12:49:07 AM »
No worries, Harruhy.  I'll punch in your FC, and hopefully we can go for a few rounds over the weekend.

3439
X / Re: Best and Worst Armors?
« on: September 16, 2009, 01:02:07 AM »
I apologize, I misread the post.

Like the best Zero theme in all of MegaMan!   8D


I don't know how anyone can even pick a "best Zero theme" these days, with how many badass ones there are.  But just off the top of my head I'd say that X2's and X5's are both much higher up there than X3's.

3440
Rockman Series / Re: Unaired Ruby-Spears Megaman Episode?
« on: September 16, 2009, 12:57:52 AM »
I always found it interesting that Roll is not meant for combat and yet is capable of vacuuming up cannon shots...

3441
X / Re: Best and Worst Armors?
« on: September 16, 2009, 12:52:38 AM »
You know, I don't think I can EVER recall having, or even trying, to fire from a ladder in X2.  I noticed Ultimate Buster disarming Shadow Armor's ceiling attack more than I noticed releasing a ladder for double-charges in the SNES...

Personally I hold the X1 Armor as the best, mainly because I cannot stand the original X1-X6 enough to play them alot.(total possible foes made with that sentence: S*** loads.) I play MHX a lot which is why i say X1's Armor kicks ass.
Oh, the cruel irony of that statement.  MHX's buster is so gimped compared to the SNES...

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I don't recall the charge on the buster for it, but then again I haven't played X7 in freaking YEARS.
Understandable considering that the "main" shot is unchanged.  What it does is add three smaller seeker-shots around your blast.  Very small, and thus easy to miss.  The main blast carried over from unarmored is so ridiculously powerful as-is that you don't notice the upgrade all that much.

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i don't even remember what the Helmet did
Lets you grab power-ups from a SLIGHTLY longer distance.  Pretty worthless.

Does the X4 Black Zero count as an armor? The only thing that was useful for was cool points...>_>
Black Zero period does not count as an armor as per Light's own statement in X5.  A palette-swap, whether it pertains to an enhancement or not, is not an armor, otherwise we get into X's special weapons, Z2's forms, and Z3/4's Body Chips.

Heck, you fell off of ladders in MM3 when you opened the menu, but that doesn't stop the game from being awesome.
No, the ridiculous lag time when firing an enhanced buster shot took care of that.
(foolishly misread the quote)

X3 was awesome when it was new, nobody cared, and all the oddities about it (multiple Ride Armors, capsules beyond the basic four, Zero) were actually fresh.  These days it hasn't aged so well IMHO, although it does retain a few strong points.

3442
ZX / Re: What if, Gate was in the ZX Series?
« on: September 16, 2009, 12:39:13 AM »
thats just it. if the fusion of it is gone so that its just ruins again, then that should mean that the effect no longer, or barely applies anymore. with such a weakl effect, Light would barely be able to repair X while trying to maintain himself present without the capsule.
You're guessing.  When discussing the fabric of reality itself in a completely undocumented situation, it is exceedingly naive to assume that unusual effects can only occur during visible changes to the landscape.  So the rock is back to normal, what about the atmosphere?  What level of a merger with data is required to alter the landscape, and how does this level compare to what is necessary for a program to float around? 

For that matter why does Zero Space even need to continue to be active for as long as the hologram is?  It allowed for substance entities to enter "data-fied" space and interact with computer programs, who is to say it cannot work the other way around?

I suppose, in all fairness, there is the off-chance that Light has a method of his own to recover X (hey, he has to move those capsules SOMEHOW...).  It'd be a pretty bizarre coincidence to see that only in the aftermath of a conflict involving the merger of data and substance, though.

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plus, it just gives more evidence towrds it being more than just a hologram, and more Lights very soul, much like Wily came back.
As the hologram was already been seen to converse and demonstrate awareness of current events, I feel that line is worthless nitpicking.  The whole "programmed AI versus actual soul" debate is just splitting hairs, ignoring the fact that regardless of literal identity it is clearly meant to represent the character for the purpose of the story.

This is, of course, assuming we are dealing with an intelligent hologram.  Not all of them are, as certain games are clearly using recordings.

3443
Rockman Series / Re: Unaired Ruby-Spears Megaman Episode?
« on: September 16, 2009, 12:12:01 AM »
You know what, i think what could been the solution to this dilemma, having 2 Megaman cartoons with different styles, a "Serious" Megaman Cartoon, RS Megaman of course, and a "not so serious" Megaman Cartoon, wich had the original designs and it was comical, but lighthearded for the kiddies, with a weird humor..........
It's not as if RS was without light/weird humor, though.  Rush in particular got the bulk of it, but the others contributed once in a while too.

This is pure rampant speculation, but I'm wondering how/if the change in art style affected their casting decisions, and at the same time wondering if the "anything not game/Ariga is hell" people need to be careful what they're wishing for.  I certainly don't see the RS voices fitting the literal game art style, and I have this nagging fear that we could have very well wound up with two seasons of MM8-level performances had the company tried to match voices to it.

3444
Gaming / Re: Metroid Prime Trilogy Pack Coming Aug. 24th
« on: September 15, 2009, 11:58:29 PM »
Prime 1, if only because the Meta Ridley battle is so freaking awesome (not that Ridley isn't awesome in Prime 3, but still).

3445
Rockman Series / Re: Unaired Ruby-Spears Megaman Episode?
« on: September 14, 2009, 04:07:48 AM »
it was just that Protoman was the bad guy and Wily's right hand that was what killed it a bit. lets say that Protoman was still a good guy, and Wily had some "invented for the show" rival robot. (most likely an evil clone of Megaman) I think it would not be that bad.
A shame that RS predates MM7.  ProtoMan's role would have been easily filled by Bass.

I found it rather hilarious, and sad, that in Season 2 they were using DARK MAN while still keeping ProtoMan evil.

3446
ZX / Re: What if, Gate was in the ZX Series?
« on: September 14, 2009, 03:56:23 AM »
Quote from: the great Obi-Wan Kenobi
Your eyes can deceive you, don't trust them.

By what logic do we assume that no effects can linger, even if briefly, after the scenery has reverted back?  There is no other instance of the phenomenon to base such conclusions on.  Besides, how ELSE do you explain a hologram appearing in the middle of the desert?

3447
Rockman Series / Re: Unaired Ruby-Spears Megaman Episode?
« on: September 14, 2009, 03:47:10 AM »
I 100% agree the best case would have been an anime adaptation of the Megamix manga.  I'm at least glad we're finally getting Megamix stateside.
See, this is a double-standard to me.  Megamix, like Ruby Spears, "toughened up" the game designs.  Megamix just left Rock and Roll as kids, but the art style and overall theme to the story are a good deal darker than the games.

I'm not saying Roll's jumpsuit and Protoman being the generic evil twin were my favorite parts either, but overall I think the Ruby Spears cartoon did a good job.

Really, you'd be hard pressed to find a Zelda fan who loves the old Zelda cartoons
Well, EXCUUUSE ME, PRINCESS, but you're looking at one Biggoron's Sword nutcase who happens to also appreciate the classic cartoon.

3448
X / Re: Best and Worst Armors?
« on: September 14, 2009, 03:29:52 AM »
I resent that.  There are easy games that are damn fun.  MM3, X4, and the ever-awesome Xtreme2 come to mind.  And one cannot deny the absolute win of taking out some frustration on the Smash Bros. CPU in a 2.0 Damage all-explosives match.

Not to mention the entire Zero series is dirt-simple to a completionist who does his replays on Ultimate Mode (yeah, I can strut my stuff in 100-point run for Levi's minigame with the rest of 'em, but that's not how I play for fun, and fun is the whole point of games).

Okay, I forgot about Xtreme2. Chillax.
And next time, don't assume I don't have it. Because I do. >_>
I said, "if", therefore assuming nothing.  And this is RPM, I have to deal with otherwise respectable members who foolishly deny themselves such awesome greatness.

(*smacks PB* PLAY IT!!!)

3449
Gaming / Re: The Official Pokemon Heart Gold & Soul Silver Discussion Thread
« on: September 14, 2009, 03:24:36 AM »
One last update, I organized it and remove all the identical / duplicate songs. This should be good for you, Wily II. ^^
Awesome!  I hear the tunes and I know that no Gym Reader will stand in my way! 8D

3450
ZX / Re: What if, Gate was in the ZX Series?
« on: September 14, 2009, 03:17:20 AM »
X and Zero also had their mysterious ghostly creators step in regardless of previous restrictions, and somehow repair them in full.
Zero Space allowed that in Light's case.  Although why Light bothers with a Capsule within it earlier (Ultimate Armor/Black Zero) is another question entirely.  I guess it's just the whole shpiel about gameplay and saving the big "reveal" for the end.

For Wily, it's irrelevant.  He has Isoc.  And although nothing was concretely stated as to who repaired Zero, Isoc is the only character who claimed to have seen him prior to Nightmare Zero's defeat, and he's also the only viable character present through process of elimination, since we know for a fact that Gate and Light didn't make the repairs on Zero.

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