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Messages - HyperSonicEXE

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2201
Gaming / Re: Tatsunoko vs. Capcom (the sequel topic)
« on: December 06, 2008, 09:55:58 PM »
Geez, three forms?

Well, at least the first two seem to be moderately easy. Jump a lot on the first one, Super Jump and avoid being grabbed on the second one. That last one, though...ah, just be prepared. I'd bring along Trigger for these guys.

2202
Off The Wall / Re: Latest Buys
« on: December 06, 2008, 09:51:39 PM »
Mine only had 6 things on it, you probably have a larger list than me..

Actually, I only have 5 CDs planned:

Mix
Jazz
Christmas
Comedy
Ozzy Osbourne - The Ozzman Cometh

Could be more than one Comedy CD, though.

2203
Original / Re: Mega Man 9 > Mega Man 1-6
« on: December 06, 2008, 09:49:42 PM »
Mind you, the Hoppers, puzzles, and whatnot are more of a hassle than they are difficult (only sorta, and they were only that difficult the first time you encountered them).

And while you are certainly welcome to your opinion, if the Shadow Man/Top Man hoppers are your idea of troublesome then I think you need to fine-tune your skills a bit.

And seriously, HardMan?  Terrible example, cause if you have trouble beating him, then man o man...

Ooh, those Doc Robot stages. Really, talk about exact jumps.

...but now wait, if MM9's cheap, and I seem to be good at it, how do I somehow not have the skill?
Or do I have a different set of skills?

Yet another thing to consider.

2204
Off The Wall / Re: Latest Buys
« on: December 06, 2008, 09:42:24 PM »
Martini Shaker
CD Visor (12 capacity)

Now my Christmas list is really dwindling down.

2205
X / Re: X is a pervert!
« on: December 06, 2008, 05:16:00 PM »
X finally found Aile, and transmitted that data to hologram Dr. Light who has now completed his mission in finding the hottest girl ever, which is why you don't and won't see him anymore. 8D

2206
Still you're no R.O.B. or Game & Watch. XD

Even better. R.O.B. and Game & Watch are just high priority and close physical contact characters. They have projectiles, but they're not all that good.

Falcos, on the other hand, are good all around. We're even more annoying because you have to watch out for pretty much our entire moveset, not just aerials and some tilts.

2207
Gaming / Re: Sonic Unleashed
« on: December 06, 2008, 05:11:40 PM »
and then theres those parts on the Ark that resemble Geralds whiskers, which broke off during its decent, but are back again in STHH.

Repaired?

I guess you could argue the same for the moon; Eggman might like full moons in his Eggmanland.

2208
Yeeeeeh, us Falcos get pretty annoying at times.

2209
Off The Wall / Re: Post Pictures Of Yourself
« on: December 06, 2008, 05:39:42 AM »
So Mega Man was beaten by...Nerf products?

2210
Off The Wall / Re: The most terrible thing you have ever done, Anywhere.
« on: December 06, 2008, 05:38:05 AM »
Can't remember the worst. Some accidental, some intentional.
If I think of it, I'll post it.

2211
Original / Re: Mega Man 9 > Mega Man 1-6
« on: December 06, 2008, 05:32:48 AM »
Quote
There's just a really good chance that, objectively, it has the fewest design flaws,

Although the player usually has plenty of Laser Trident. Even so, yes, that is a hindrance.
Rush can withstand spikes (lucky dog), so it's beatable. You can also use the Rush Jet/Rush Coil trick to get up high.

Here's the thing about them:
You try to run under them. Okay. IF, by chance, it jumped too low, you get hit, like, half your life. This happens often.
Try to shoot 'em down. Fine, but by the time you defeat it before getting hit (IF you do), the regeneration rate kicks in.

Heh, the fleas didn't bother me so much; the bouncing balls on the first cat were the tricky part. Ugh.

I didn't mind Proto Man not having a story; alternate timelines and whatnot have plagued MM games (namely, MM&B and MMX4). The Roll Costume thing, though...and especially since both Roll and Proto Man were playable in MM:PU...

Even then, these secrets beat just having Proto Man's shield, and certainly beat a...balloon power-up (though that Grappling Hook was cool).

2212
Challenge Mode / Re: Most Insane of the insane
« on: December 06, 2008, 04:56:10 AM »
Oh, okay.

Well, then

It is insane! Madness!

2213
Original / Re: Mega Man 9 > Mega Man 1-6
« on: December 06, 2008, 04:53:12 AM »
I definitely need a break from Auditing homework.

So, I got a good passionate response out of PB:

No they're not.  The hazards in this game are the same as any of the classic games.  Just like with Spikes and Horizontal Death Beams and other hazards in the past, It takes trial and error and memorization.  Just like MM1-6, once you know the hazards, the games are easy.  MM9 put spikes in the nasty places, just like MM1-6 did.  Jump at the wrong time, jump the wrong way, or miss, and you die.  Standard 8-Bit MM gaming.  Nothing's changed.  If anything, due to the lack of the Slide, they are actually harder to avoid, as taking away that element makes moving through the game more difficult.

The Hoppers in ShadowMan's stage can very easily be shot once they jump, just like the floating tops on JewelMan's stage can be easily shot while falling.  As for troublesome enemies, they is always a way to deal with them, in every 8-Bit MM game, so that points kinda moot.  If anything, due to lack of Charge Shot, MM9's enemies can be more annoying than MM4-6's.

The only game in which the large Jumper enemies CAN'T be shot down in a reasonable amount of time is MM1.  That's what Ice Slasher is for.  It's why MM1 is still the hardest 8-Bit classic game there is.  Also, you really don't need to Jump Spam in general in most MegaMan games.  However, the Octopus in MM9 requires such Jump Spamming, so that's really a moot point right there.  Most MM games have 1 or 2 enemies like that.  Some have none.  MM4-6 had the Charge Shot, which made such Jump Spamming pretty much unnecessary. 

Replace useful with overpowered.  Look, I'm not denying the usefulness of MM9's weapon.  However, they really are tremendously overpowered.  I think. to make up for the lack of Charge Shot, they overpowered the weapons.  But, going by that, the weapons are just as good as MM1-4.  I don't count 5 or 6 because there's no reason NEVER to not use the Overpowered Charge Shot.  However, in MM1-4, I used the Weapons constantly and they got me through the game no different than MM9.  Metal Blade, Pharaoh Shot, Magnet Missle, Elec Beam, and others.

All bosses have logical patterns.  Patterns which can easily be dodged.  Some are harder than others, but it can still be done.  Just like with MM9.

See Hazards post up above.

Graphics are 8-Bit and not all that different.  I believe Gauntlet said that MM5's were better, but I honestly never really payed attention to graphics in 8-Bit MM games.  Music is fantastic, no doubt, however I like some themes no better or worse than MM1-6's themes as well.  Controls are pretty much exactly the same.  On a personal level, MM1-6 beats out MM9 due to the NES Advantage. 

Absolutely disagree.  This is not coming from any kind of favoritism or bias.  I love MM9 a lot.  It's one of, if not, my favorite game release of this year.  If you like MM9 better than the previous 8-Bit Games, that's all well and good, along with your personal preference.  However, for the reasons you stated in this post, absolutely not.  If anything, due to the lack of Slide and Charge Shot, it's actually a worse game than the other.  I don't miss either of them at all really, but still, there's no reason to take them out other than nostalgia.  I'm perfectly fine with that, mind you, but it's still might suck for other MM fans out there for them to just simply remove a staple of gameplay like that.

Hazards: I've still gotta disagree on this one. These puzzles seemed fairly reasonable compared to, say, MM5's disappearing blocks in the after-game stages. Granted, you could sit there and watch those, but they were more complex than either Plug Man's blocks or even Hornet Man's Rollout platforms. Perhaps not as an absolute, but I can safely say that you don't have to memorize the puzzle layouts of MM9 (certainly if compared to those of previous games). And the strange part, the majority of my opinion on that is based on how narrow the required jumps involved are. Puzzles are fairly straightforward unlike Dust Man's junk compactor; look, I shot a one-square hole for me to slide through, can't I just go on? Geez.

Hoppers: I hear ya on the Charge Shot. I'll admit, I was a bit disheartened to see the MM4 charge shot rather than the MM6, 7, or 8 shot which has a wider range. Regardless, what makes Hoppers more annoying is their placement relative to Mega Man's entrance onto the screen. I don't believe the enemy regeneration rate factors into those little guys, but it sure makes Mega Man 2 annoying.

Jumpers: Agreed, though I would say that a proper Mega Man game should be able to be beaten without using any special weapons. If Mega Man 2 ever did have Challenges, "Clear the game without using any Special Weapons" couldn't be one of them, thanks to the 2nd Wily Stage boss and Alien Wily.

Weapons: They're definitely strong, and I love it. But the good weapons to use take a very large chunk of energy. You don't even have enough weapon energy for Tornado Blow to finish Magma Man. As far as Plug Ball and Laser Trident go, well, we're used to having good weapons at a low cost, like Metal Blade. There should be at least one of those.
Sidenote - Gauntlet, actually, Plug Ball's even better than Bubble Lead. It goes up walls, follows around ceilings, and even erases Tornado Man's gusts of wind. Not to mention doing decent damage and taking very little weapon energy.

Boss Patterns: But you've got to admit, MM9's bosses don't have very random movement patterns like Quick Man and Flash Man. Shadow Man's randomness...well, double-edged sword, here. He either jumps high or low three times, then either slides or uses Shadow Blade. Still, it's enough to where considering how far he moves, you don't really have time to get far enough away to evade attack. Same for Hard Man.

Graphics: For all the trouble Inticreates went to to be "authentic", the "fades" in MM9 are way too fluid (between stage select/boss intro/game over/weapon get/etc). That said, everything else still meshes well, and the only ambiguity on hitboxes that I could find was on Magma Man. You could have done a short hop, looked like you didn't even touch him, and BAM, you're hit. And as far as controls, maybe there's not much difference between 2-5 and 9, but 1 sure has some issues.

Even for all its ups and downs, MM9 can be more fun than some of the older, supposedly "harder" games. Perhaps they are, but is it due to player error, or design flaw? The decision to remove the Slide? Eh, that I can let go. Sliding makes the bosses far too easy. Charge Shot? Yeah, that one I have a bit of an issue with, too. But, it seems like they designed this game to compensate for the loss, and yet didn't explain in the story why.

I can see why people wouldn't like MM9 for all the subjective reasons. Story, graphics, people might actually be really turned off by the concepts of Jewel Man and Splash Woman; we know Inafune was nervous about how people would react to her. There's just a really good chance that, objectively, it has the fewest design flaws, even if it removed or attempted some things.

I guess writing responses is where I shine. I'd never have recalled all this on my own.
Keep those thoughts coming!

2214
Off The Wall / Re: The most terrible thing you have ever done, Anywhere.
« on: December 06, 2008, 02:15:12 AM »
Vore, I sorta understand.

Guro, forget it.

2215
Original / Re: Mega Man 9 > Mega Man 1-6
« on: December 06, 2008, 02:14:17 AM »
Actually, I'm okay against Shadow Man. Seems kinda counter-logic to stay near to where he is than stay far away.

And yeah, I could objectively review each game and compare them to MM9, but it'd take far too long. You'd have to highlight the games from start to end:

The intros, the story, the music, the presentation of the graphics (overall, title screen, stage select, scenery), controls and fluidity (how Mega Man slides a bit and falls a lot faster in MM1, and in MM2 and 3 how the disappearing blocks are trickier in timing for whatever reason), puzzle mechanics, ladder/platform mechanics, stage layout, enemy design, enemy movement patterns, enemy attack patterns, hitboxes, recoil, special weapons, special abilities, whether or not the pause screen is intuitive (actually, MM9 lacks here), boss designs, boss movement patterns, boss attack patterns, appropriate damages and reactions of bosses to their weakness, appropriate nature of the weapons themselves (how Concrete Shot stops Galaxy Man's Black Hole Bomb is beyond me), stage length, pacing/progression of the game, pacing/progression of the Wily stages, believability of the plot twist (could be subjective), provided extra items like E-Tanks, difficulty, the ending, the accessibility of secrets, the value of the secrets,

And I'm already behind on studying for my finals.

2216
Forum Games / Re: "What Are You Thinking Now?"
« on: December 06, 2008, 01:58:58 AM »
"That reminds me...too bad that shaker from Walgreens didn't work out...I really wanted a properly made Blue Bomber."

2217
Gaming / Re: Street Fighter IV Thread
« on: December 06, 2008, 01:47:42 AM »
... not good for her back.

Well...yeah...but still!

Besides, she's fierce. She's no
(click to show/hide)
character!

2218
Gaming / Re: Street Fighter IV Thread
« on: December 06, 2008, 01:30:26 AM »
Chun-Li's alternate costume!

...it's...IT'S....!


2219
Entertainment / Re: The RPM Boob Tube Thread (56k warning)
« on: December 06, 2008, 01:24:25 AM »
Posted on: December 05, 2008, 10:01:58 PM
Rick/Robo Roll


Yes.  Yes.  Yes.  Yes.  Yes.

*applause*  [tornado fang]ing awesome.

...I knew I'd heard something similar to Robo's theme somewhere recently.

2220
Original / Re: Mega Man 9 > Mega Man 1-6
« on: December 06, 2008, 01:20:34 AM »
My comment was based on the first post.

Yes and no, PB.

Yes, I do think "taking the guesswork out" is part of any well-designed game. We already do enough mental calculation and guesswork just destroying the regular scope of enemies. There's the real fun.

And yet, no, it's not the only reason I'm thinking that MM9 beats MM1-6; 5's presentation and color balance is better, 3's bosses are equal, 4's story is equal or better than 9's actually, that's opinion, but, you get the idea. MM9 still seems to be the better game, overall, comparing itself to each game of MM1-6. Sure, I could write out comparative reviews of each, but that'd take forever.

Even then, I think only taking the best elements out of each game and putting it into one would beat MM9.

Gauntlet, you are a disgrace to humanity as a whole.

A bit rude? Yeah.

But I will say that there's something to be said for actually playing the game, and,
AND
you must do what I forced myself to do and eliminate any nostalgia or favoritism for any past games, especially a past game that you have a favorite character or avatar out of, say, Shadow Man, etc.

2221
Original / Re: Mega Man 9 > Mega Man 1-6
« on: December 05, 2008, 08:10:56 AM »
That's another thing. You can sit and watch some of these puzzles progress, and then attempt them. Not the whole thing, sometimes, but you can do so.

Then there's Heat Man's stage where if you miss a jump, the block is over your head, and it pretty well spells trouble.
Ice Man's stage, yeah, you can just map out your jumps.

2222
Original / Re: Mega Man 9 > Mega Man 1-6
« on: December 05, 2008, 08:06:40 AM »
But you could really say that about any hard part in a MM game.  That they're mostly easy except for a few tricky parts.  It still doesn't take into consideration that other people aren't as good as you might be, nor does it take into account that Capcom showed you a video of the trick (and someone else recreated it).  I mean, they walked you through the trick on video.  Before the game was even finished.  You can't tell me that you would have seen it coming if you hadn't had known the trick before hand.

MM1-6 had no such coverage.  No pre-release videos of those games.  That means, less knowledge on how to beat them.

Most of them, yes. There are some puzzles where memorization was necessary/near-necessary, though. I'd like to meet the person that survived Quick Man's lasers the first time. Also, the only parts of the Plug Man stage I saw, it did show the blocks, but only the easiest parts. I knew they were coming up, and that's it.

True. The Disappearing Blocks must've been something else for people who grew up with MM2.

Well, HyperSonic said that it's avoidable the first time.  So he's saying that you don't need to see the pattern at all (unless I'm misreading that first point).  I disagree.  And we've had videos show us that one time. 

Correct; I didn't need to know the layout, though it does help immensely now that I know it. But, again, both luck and skill factored into that minor accomplishment. I just barely missed dying on the part before the E-Can.

2223
Off The Wall / Re: See ya later!/Welcome back!
« on: December 05, 2008, 07:58:02 AM »
Go jump into some spikes now. 8D

Doesn't do any harm; my head HAS spikes.

HERE, WANNA SEE?! *chases Dr. Wily II*

2224
Original / Re: Mega Man 9 > Mega Man 1-6
« on: December 05, 2008, 07:55:43 AM »
Precisely.

Now, I wasn't too good at the second Scissors part of Hornet Man's stage, though. That could have been poor skill on my part, seeing as how there are two paths you can take.

2225
Off The Wall / Re: Reposted Picture Thread (56K Warning)
« on: December 05, 2008, 07:54:01 AM »
And the aroma candles are useless to me, since I can't smell.

Except for maybe some foods, you're not missing much, especially when there are horrible smells in this world.

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