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Posted: Sun Jun 13, 2010 11:12 am
Alexander Magnus Not sure about all the cheats/bugs you mention though . . . Some of them are just nuts. The biggest weakness of one boss is his own weapon. Then you have the pause trick. If you pause just before getting hit, the bullet passes through him.
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Posted: Sun Jun 13, 2010 8:29 pm
Ah yes, I know of this auto-weakness . . . but never needed it as he was not that difficult for me. As for the pause trick, never heard of it . . . then again, I played it well before the internet came into my life.
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Eloquent Conversationalist
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Posted: Mon Jun 14, 2010 11:42 pm
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Posted: Mon Jun 14, 2010 11:44 pm
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Posted: Tue Jun 15, 2010 12:09 pm
Wow, it seems they put a lot of effort into Mega/Bass. I'll definitely try playing it again soon.
Don't get me wrong, the first 3 X games are brilliant, but the Mediocrity of X4-X8 is what made it take a lower spot on the list.
A lot of people didn't like Legends; it was VERY different from what a Mega Man game usually was up until that point.
I don't see Metal Man being weak to his own weapon as a cheat/bug. The pause trick can also be used to make one shot hurt a boss multipl times. I believes they fixed this in subsequent games. In fact, I had though only the original game had that glitch. Many of the NES Mega Man games altered aspects of the game if the second player held a direction on his controller. Stuff like moon gravity, harmless pits, etc... Of course, such advantages only work correctly on the original NES carts (or emulators nowadays).
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Posted: Tue Jun 15, 2010 10:42 pm
X4 is widely regarded as one of the best of the series . . . I had forgotten about that. sweatdrop I loved 4!
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Posted: Tue Jun 15, 2010 10:51 pm
Unfortunately Megaman/Bass has hit a serious snag. I play it on my breaks, and the final three levels must be played in one go- I don't have that much time. Therefore, I may never beat the final boss. The time simply isn't there.
X4 did have some drawbacks, but was still highly enjoyable. I found playing as Zero to be very rewarding.
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Posted: Wed Jun 16, 2010 7:00 pm
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Posted: Wed Jun 16, 2010 7:06 pm
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Posted: Wed Jun 16, 2010 7:51 pm
I know that many (every other gamer I know who likes Mega Man) enjoy X4, but I found it to be the start of the poor quality experienced in the later titles. One must also note that I only played as X. I'm sure Zero's gameplay was better (if it at all resembles the gameplay I see in the MMZ titles, it's great).
Eh, the final areas of many Mega Man games are often when the challenge becomes unberable. That's where many (myself included) get stuck. The bosses of Wily's Castle in the original games can be murder.
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Posted: Thu Jun 17, 2010 10:17 pm
And the worst of the lot? having to take on the entire game's series of bosses in rapid fire. If you had trouble with one or two, then the whole level is fairly screwed. sweatdrop
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Posted: Thu Jun 17, 2010 10:21 pm
I particularly enjoyed how with Zero in X4, rather than weapons, almost every boss merely gave a new technique to the energy sword. For instance, the ice walrus gives X an ice wall . . . gave Zero the ability to do an icicle drop. Magma Dragoon gave X an upward blast of flame, but Zero gains a flaming uppercut. Similar effects, but rather than a weapon- a technique was the usual gain.
I hated the 'saving' aspect of X5 on . . . that just pissed me off.
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Posted: Fri Jun 18, 2010 6:57 pm
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Posted: Fri Jun 18, 2010 7:22 pm
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Posted: Fri Jun 18, 2010 7:26 pm
The Robot Master Master rehashes weren't too bad for me (provided I had all my weapons at full, a challenge in and of itself at that point in Wily's Castle). The ones that always got me (and every game had at least one that did this) were those that you had to fight with terrain to your extreme disadvantage. Notable example's are: MM1: Yellow Devil that was as tall as you could jump, meaning you had to weave through his body part attack. MM2: That blasted dragon! Those 3 platforms hanging in above nothing aren't enough of a foothold to appropriately do battle.
X5's saving's terrible-ness was only matched by X6's nightmare zones. It was so over-complicated and practically barred you from entering the stage with the boss weak to the weapon you just earned. Doesn't that defeat the entire purpose of having bosses weak to other bosses weapons?
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