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Messages - HyperSonicEXE

Pages: 1 ... 32 33 [34] 35 36 ... 104
826
Off The Wall / Re: Does anyone have the original Soul Ablaze?
« on: September 26, 2009, 05:37:31 AM »
Ha, listen to them mock X1-X3's guitarwork with a terrible attempt at emulating it.

827
X / Re: X8. I didnt like it all that much.
« on: September 26, 2009, 05:22:46 AM »
The only thing about X4 that I didn't care for was the soundtrack.  I honestly think it's one of the weakest in the X series.

The only good things about X6:
Blaze Heatnix's BGM and Final Sigma theme.

X4's soundtrack ventured into techno and ambient waaaay too much. Some generic orchestra, but that's it.

828
X / Re: X8. I didnt like it all that much.
« on: September 26, 2009, 05:11:09 AM »
Frost Walrus' stage was great.

That top part at the beginning is Chill Penguin-fun.

That part after the EX Tank is annoyingly twisty-turvy.

829
Zero / Re: Was Copy X really evil?
« on: September 26, 2009, 05:05:15 AM »
Bingo.

Or, he would be, if he ZXA Docs hadn't done the same thing.

830
X / Re: X8. I didnt like it all that much.
« on: September 26, 2009, 04:32:36 AM »
I think 4 is even comparable to 1-3, barring the inclusion of a close-range character.  Up until that point it was still 8 weapons, 8 Life Ups, 4 Tanks, and a single armor, the end.  At X5 they started some major (poorly executed) expansions to the formula in regards to what kind of arsenal you're gathering.  Every game since has had its own take on those expansions.  But outside of different visuals and physics, the general build of X4 is very much in line with the SNES titles.  Arguably you could even consider it a more conservative title than X3 in terms of how close it stays to the core series formula.

I'll take X5's arsenal over X2's, anyday.

And, like MM7,  X4 messed with X's size-to-stage and enemy attack size, not to mention being more open-bottom and 'winding' (see: Frost Walrus' stage).

831
Zero / Re: Was Copy X really evil?
« on: September 26, 2009, 04:26:20 AM »
I'd think it highly likely that Copy X, feeling that he has been given a task, would still have been as controlling. If he didn't, he'd feel like he wasn't doing enough or that he was being lulled into a false sense of security.

...

...OH!  ...OH!
That's...that's...no, I only intended to explain the political analogy of MMZ1 and nothing more.

832
Fan Games / Re: Mega Girl Roll W.I.P.
« on: September 26, 2009, 04:19:14 AM »
Apache Woman's headdress has a Splash Woman parallel.

IOW, you're starting to get the hang of RM designs.

833
X / Re: X8. I didnt like it all that much.
« on: September 26, 2009, 04:09:22 AM »
And 4 and 5 were nothing like each other or X6.

1-3 are comparable to each other, though, and far superior.

834
Zero / Re: Was Copy X really evil?
« on: September 26, 2009, 04:05:37 AM »
In case anyone didn't see the political ideology parallel:

Oh yeah, right, as if killing and nigh-enslaving innocents and trying to destroy an ancient, benevolent, Maverick-fighting force was any better than Zero or Weil.

Honestly, Ciel plus the Human-Reploid integration was the best, except society went back to needing Government, again, and HERE COME THE EVIL MAD SCIENTISTS.

835
Best part of the game.

*puts on Sniper mask*

And it's requiahed viewin', ya lazy lot, so get to it!

*takes off Sniper mask*

836
...how in the hell did you ever clear any X-series game?  Xtreme2 is among the easiest of the series.  X4 is about the only one I can think of that comes close.

Because I lack patience. I just want to get through the stinkin' level and not have to wait on an obnoxiously long trap.

Speaking of which, that's why MM2, MM3, and select MM9 bosses give me a hard time.

And X4 IS the easiest X game. Even I can do an unarmored run of that.
...heh, funny that X didn't since he has the Fourth Armor in X5...

837
Gaming / Re: What defines 'Hard Mode'?
« on: September 26, 2009, 03:42:01 AM »
It's not crippling, it's annoying, there's a difference.  Hard Mode retains plenty of recovery items, but therein lies the problem, the fact that it's recovery rather than upgrades.  You DO have plenty of life, but it's all in reserves, thus you waste more time between rounds rebuilding them.

If they insist on limiting your health stocks (which granted are pretty damn huge), I, again, would have been much happier had they kept the Life Ups and axed ALL reserves, Item A's and quest Sub Tank included.
You are equipped with the wrong Xtreme.  Auto wall dash jumping was Xtreme1.

But upgrading invalidates the challenge of beating a Hard Mode, IMO, same problem with DMC.

If you're going to make a Hard Mode, make the challenge comparable; don't let Tiny Tim win with a huge-ass lifebar and getting his head handed to him but still say he beat it, whereas Big Billy used the measly lifebar and never got hit but only gets cred for beating a Little Timmy-level challenge.

838
You fools truly do not know what you're missing.

Sure I do, I've played it.

PB's missing out on 9,001 deaths, lack of an L Dash, a quick foreshadowing of X4, and that game's Ultimate Buster.

The only other thing missing is Berkana's Birthday Armor, and he can find that on that Internet thing that's all the rage.

839
Original / Re: Mega Man 9's secret?
« on: September 26, 2009, 03:11:25 AM »
Jewel Man's stage almost did seem pretty Mystic Cave Zone-ish with the swinging platforms. Then those gems everywhere.

840
Gaming / Re: What defines 'Hard Mode'?
« on: September 26, 2009, 03:06:02 AM »
I've become so annoyed with difficulty interrupting my fun that I'm not even sure I can objectively review it, anymore. Furthermore, what's difficult for one person isn't for another.

Then you've got Twilight Princess, which was embarrassingly easy.

I'd point to Super Mario Galaxy and Mega Man 9 for examples of the maximum amounts of difficulty any fun game could have (and if you think that's too easy, A) tough ****, and B) COSMIC LUIGI AND SUPERHERO MODE).

841
Gaming / Re: Tatsunoko vs. Capcom (the sequel topic)
« on: September 24, 2009, 05:56:25 AM »
Got it. Roll/Zero team.

To quote X4 Zero,

GET READY

842
Gaming / Re: Tatsunoko vs. Capcom (the sequel topic)
« on: September 24, 2009, 05:45:25 AM »
So Roll's good in this game, I'm hearing?

843
Gaming / Re: Tatsunoko vs. Capcom (the sequel topic)
« on: September 24, 2009, 05:23:44 AM »
CALL ME WHEN IT'S ZERO

*hangs up the phone*

844
News and Announcements / Re: Operate Shooting Star Revealed
« on: September 24, 2009, 04:29:13 AM »
Already showing Bass? Whoa.

845
Gaming / Re: ITT: We can rebuild them, we have the ideas.
« on: September 24, 2009, 03:55:03 AM »
Well, for me it was the fact that you could turn BGM off in the options; I could put in a CD and effectively play to a different BGM without the need to hack (not that SF64's soundtrack isn't awesome, just nice to have a change of pace now and then).

I...never even thought to do that.

Mostly because Koji Kondo.
'Nuff said.

You can also do that with Uematsu and Shimomura.
And whoever composed MM9's tunes.

The Darkstalkers series.

Seriously, it just kind of burned out too quickly, and since Capcom and Atlus worked a little bit together with Nocturne and DMC3, I think that they could probably do another semi-crossover and put a couple of the SMT demons in a new Darkstalkers game, and have Morrigan, Demetri, and a couple others show up in an SMT game. It worked well with Nocturne and DMC3, and the series do have quite a bit in common, so why not?

*For those that don't know, Dante from DMC2 (technically) appeared as a boss/hidden character in Nocturne in the US and the Maniax edition in Japan, and in exchange, the people who worked on Nocturne did some designs for the devil trigger and a couple other things as well.

I say that since Darkstalkers and Devil May Cry can't seem to make it on their own, it's time DMC absorbed Darkstalkers.

846
Gaming / Re: ITT: We can rebuild them, we have the ideas.
« on: September 24, 2009, 02:47:48 AM »
SF64 was fine, that ratio seems to work well. Everything after that kinda overdoes it with the All-Range. Also... On-foot = BAD.

It did work well, but that's only because the All-Range modes were often the stage for the most epic scenes. Assault fell apart when the All-Range was used for hum-drum sniping of target enemies, save for the most fun part of the entire game:

Star Wolf dogfight.

On-foot...has been bad in the past, though I think like LoZ and Metroid, it would benefit from the Wii's motion-sensing. I cringe at SFAssault Corneria, though. CRINGE.

847
Gaming / Re: ITT: We can rebuild them, we have the ideas.
« on: September 24, 2009, 02:30:07 AM »
That's pretty much what I meant. Most of the new Star Fox games lack a good Corridor/All-Range ratio.

What is that ratio, anyway?

80% On-Rail, 20% All-Range? I think SF64 was a little heavier on the All-Range, including boss battles, but I say it needs some lightening.

848
Gaming / Re: ITT: We can rebuild them, we have the ideas.
« on: September 24, 2009, 01:22:47 AM »
*gives Aldo ZEE UPPERCUT!!*

Are you [tornado fang]ing NUTS?!  Marble and Sandopolis I can understand (although they are enjoyable when you get the hang of it), but HYDRO CITY?!!  That zone is freaking awesome!

Only that wall at the beginning of Act 2, but I'm slowly getting over that.

LOVE THE SLIDES

849
Gaming / Re: ITT: We can rebuild them, we have the ideas.
« on: September 24, 2009, 12:13:18 AM »
S3&K just has too many mood-killers like Hydrocity, Marble Garden, and Sandopolis Act 2's.

Sonic Team's ranking and times as of late have been sheer insanity, no doubt. Getting all A-Ranks and/or Emblems in any 3D game has been nigh insanity. If you were to tie unlocks to the Time Attack, make it an "overall" score like Sonic CD did, or at least make it reasonable.

HEAR ME, SONIC TEAM?!

REASONABLE!

850
Gaming / Re: ITT: We can rebuild them, we have the ideas.
« on: September 24, 2009, 12:03:41 AM »
-All stages should fork.

Precisely why Sonic CD is the best overall game. There's one clearly fastest path, but the stages are short enough that you might actually bother to find it and have fun doing so, especially when the unlocks are tied to the Time Attack.

Random thought, and it may not be any good at all, but:

What about tying the Chaos Emeralds to how quickly you can beat an Act/Zone/Boss, etc.?
There is the whole "you have to go back and replay the stages", then, but I think that was true with the Sonic Advance games, anyway. And still true if in Sonic Heroes, Sonic 3 and Knuckles, or the Rush's if you goofed up.

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