Gonna end up beating Mega Man X for the first time ever tonight. *coughrookiehuntermodecough*
I don't know how anyone would've found the hadouken back in the day without someone telling them how to do it. Unless you make that jump 4 times weeks or months apart in separate playthroughs and it still counts?
Yeah, unless the power stayed on all those weeks or months, that's not happening. Hadoken doesn't save, not even in this collection.
Like Mega Man Legends? Then check out my story, Legends of the Halcyon Era - An Adventure in the World of Mega Man Legends on TMMN and AO3!
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Shortytouching the meatIntergalactic Cool CourtRegistered Userregular
edited July 2018
I've never met anyone who claimed to discover the hadouken organically
I myself read about it in an issue of Game Players in like 1994
I think it's possible, but the main thing is that it's pretty clear when you've got all the upgrades, and by that point you don't actually have any reason to go to the end of Armadillo's stage anymore
Having gotten it myself a day ago... yeah. Ride the last cart, jump off at the end and reach the top wall with the health capsule, then die in the pit and repeat.
Five times.
There's no way you'd find it organically, because why would you ever do this 5 times in a row? It sounds exactly like all those bullshit playground secrets you've ever heard, like getting the triforce in Zelda or seeing Lara naked in Tomb Raider. This one just happens to freakin' work.
"The sausage of Green Earth explodes with flavor like the cannon of culinary delight."
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H3KnucklesBut we decide which is rightand which is an illusion.Registered Userregular
Having gotten it myself a day ago... yeah. Ride the last cart, jump off at the end and reach the top wall with the health capsule, then die in the pit and repeat.
Five times.
There's no way you'd find it organically, because why would you ever do this 5 times in a row? It sounds exactly like all those bullshit playground secrets you've ever heard, like getting the triforce in Zelda or seeing Lara naked in Tomb Raider. This one just happens to freakin' work.
But you do get the triforce in Zelda. Also in the second & third Zelda.
Yes, I know you're talking about the rumor for OoT. I'm just joking because when I was on playgrounds there was only LoZ, AoL, and ALttP.
Having gotten it myself a day ago... yeah. Ride the last cart, jump off at the end and reach the top wall with the health capsule, then die in the pit and repeat.
Five times.
There's no way you'd find it organically, because why would you ever do this 5 times in a row? It sounds exactly like all those bullshit playground secrets you've ever heard, like getting the triforce in Zelda or seeing Lara naked in Tomb Raider. This one just happens to freakin' work.
You can just use the escape thing to quit the level, or just exit through the boss room. You don't have to waste all those lives.
Everyone has a price. Throw enough gold around and someone will risk disintegration.
Having gotten it myself a day ago... yeah. Ride the last cart, jump off at the end and reach the top wall with the health capsule, then die in the pit and repeat.
Five times.
There's no way you'd find it organically, because why would you ever do this 5 times in a row? It sounds exactly like all those bullshit playground secrets you've ever heard, like getting the triforce in Zelda or seeing Lara naked in Tomb Raider. This one just happens to freakin' work.
You can just use the escape thing to quit the level, or just exit through the boss room. You don't have to waste all those lives.
You'd have to play through the entire level again each time though. I'd assume you'd have to do this all in one "run" of the level, but if what you say is true then that's even more crazy, because who the hell would play the level 5 times and check that specific spot each time?
And luckily at the start of the level, there's a old MM style bat that nearly always drops 1ups when killed, so getting the lives isn't that big a deal.
"The sausage of Green Earth explodes with flavor like the cannon of culinary delight."
Having gotten it myself a day ago... yeah. Ride the last cart, jump off at the end and reach the top wall with the health capsule, then die in the pit and repeat.
Five times.
There's no way you'd find it organically, because why would you ever do this 5 times in a row? It sounds exactly like all those bullshit playground secrets you've ever heard, like getting the triforce in Zelda or seeing Lara naked in Tomb Raider. This one just happens to freakin' work.
You can just use the escape thing to quit the level, or just exit through the boss room. You don't have to waste all those lives.
You'd have to play through the entire level again each time though. I'd assume you'd have to do this all in one "run" of the level, but if what you say is true then that's even more crazy, because who the hell would play the level 5 times and check that specific spot each time?
And luckily at the start of the level, there's a old MM style bat that nearly always drops 1ups when killed, so getting the lives isn't that big a deal.
Just about the only thing resembling a clue there is, really.
I’m probably gonna bite on this, even though Octopath has its hooks in me.
So... what's the verdict on the MMXLC? I know there's lot of skuttlebutt on issues with X1-3 (people claiming frame pacing issues in the emulation, input lag, more/same slowdowns as the SNES versions), just curious how bad they are in reality. Also if they're cropping up in handheld or docked... At least in my setup even with Game Mode on, MMLC1 had a lot of input delay with the pro controller. Only handheld played normally for me.
So... what's the verdict on the MMXLC? I know there's lot of skuttlebutt on issues with X1-3 (people claiming frame pacing issues in the emulation, input lag, more/same slowdowns as the SNES versions), just curious how bad they are in reality. Also if they're cropping up in handheld or docked... At least in my setup even with Game Mode on, MMLC1 had a lot of input delay with the pro controller. Only handheld played normally for me.
I've played up to X5. They all feel fine. I feel like maybe there was some weird bits of slowdown in X2 and X3 for maybe half a second in areas that didn't seem to warrant it? I don't know the games like the back of my hand to say otherwise. Everything just felt like regular ol' SNES slowdown. Played on both the Switch and the TV, and it felt fine, but your TV and lag may vary. X4 and 5 play perfectly fine. Their loading times are non existent.
The overall collection though is a bit weird. Enough changes that they can't really be called "Definitive" versions.
-The Japanese versions of X4 to 8 had licensed J-Pop music intros (X6's was left in the US release because of how damned rushed it was). They've all been gutted and replaced, even if you set the games to Japanese. Almost certainly licensing issues abound.
-For X5, they've not just replaced the "Guns n Roses" names back to the original names, they've also replaced two text errors. "Crystal ball" used to be called "Cristal ball", and a piece of dialog referring to Launch Octopus called him "Octopardo". So they clearly had the ability to go in and change the script text... but that's all they seemed to do. The rest of the text is the same old "technically competent but clearly needs polish" localization that games generally got back in those days. I briefly checked X6... and that terrible translation is left intact ("There is no one else is left to fight."). So they fixed 2 errors in total and left the rest, including an entire game's worth. ...Yeah I dunno either.
-I don't remember the first X collection much. But if I recall correctly, in that version, in X1 X didn't shout "hadoken!", and X6 had the Japanese voice track yanked out. Both are back here. So that's neat.
It's overall nothing that terribly bothers me much. They're still the MMX games, and they all play exactly like I'd expect them to so far.
"The sausage of Green Earth explodes with flavor like the cannon of culinary delight."
I’m enjoying playing the games on my Switch, but I will say that handheld mode has led to some serious cramping with my preferred control setup (dash on right shoulder). Switching to Pro controller fixed that immediately, but I wasn’t expecting to have that kind of trouble. Wish I could use the bumper instead. Pretty minor overall. All the lag I’ve noticed has generally been where I expect it, and I’ve played the game a fair amount. Some areas have always been a bit of a mess/awesome slow motion arena.
I've been dicking around with the "Rookie Hunter mode", and I'm starting to think it makes this version of the games superior to any other. It doesn't seem to do much in the SNES games, just reduce the damage you take. It's oddly uneven too. Everything in X1 takes off 1 damage pip, but in X3, the game where some attacks would take off half your life bar, lots of attacks just straight up do no damage and you're literally invincible (other than the hitstun).
X4-6 though get fancy with it. Bottomless pits don't kill, you're just teleported to dry land with no damage. Spikes no longer kill, they just do a small chunk of damage. Ride bike stages are slowed way down. You get more shots per weapon. And they just give you 9 lives at the start of every stage (though lives were worthless at this point because continuing just put you back where you would have started anyways). And you can snap all of this on and off whenever you want. There are sections in X6 full of blind jumps and level design where somebody wanked off with the spike tool, and you can just say "Fuck this" to those sections. Sections where you have to grab wires over pits by holding up, and if you swing Zero's sword then he'll nosedive into the abyss, and now you'll just get teleported back rather than pointlessly die. Still doesn't excuse the slipshod design, but at least now you can mitigate it when you just want to play the game.
"The sausage of Green Earth explodes with flavor like the cannon of culinary delight."
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Shortytouching the meatIntergalactic Cool CourtRegistered Userregular
on MMXLC for Switch:
1) the slowdown that existed in the original SNES release is present
2) there is also more slowdown, though it seems to me that you can eliminate it by switching to the scanline filter, or no filter
I've been dicking around with the "Rookie Hunter mode", and I'm starting to think it makes this version of the games superior to any other. It doesn't seem to do much in the SNES games, just reduce the damage you take. It's oddly uneven too. Everything in X1 takes off 1 damage pip, but in X3, the game where some attacks would take off half your life bar, lots of attacks just straight up do no damage and you're literally invincible (other than the hitstun).
X4-6 though get fancy with it. Bottomless pits don't kill, you're just teleported to dry land with no damage. Spikes no longer kill, they just do a small chunk of damage. Ride bike stages are slowed way down. You get more shots per weapon. And they just give you 9 lives at the start of every stage (though lives were worthless at this point because continuing just put you back where you would have started anyways). And you can snap all of this on and off whenever you want. There are sections in X6 full of blind jumps and level design where somebody wanked off with the spike tool, and you can just say "Fuck this" to those sections. Sections where you have to grab wires over pits by holding up, and if you swing Zero's sword then he'll nosedive into the abyss, and now you'll just get teleported back rather than pointlessly die. Still doesn't excuse the slipshod design, but at least now you can mitigate it when you just want to play the game.
I'd really like an option select for that. Like "spikes do no damage" on or off. "Pits kill" on or off. "Enemy damage" with a Low-Med-High switch (High is the normal for normal difficulty). I found I enjoyed Sonic 2 a lot more with the ability to level select back to the place I Game Overed (available on Sonic 2 3D with no cheats) and Castlevania a lot more with Save States so I can learn each room without redoing the whole game (on 3DS VC).
I ended up not beating MMX on Friday like I thought I would. That spider boss in Sigma's fortress was giving me some trouble. Then a super nasty thunderstorm forced me to unplug all my shit and cower downstairs... then I learned that the hadouken isnt a permanent upgrade. That's not a huge deal, but it did sour me a little bit and I went back to No Man's Sky :P
Everyone has a price. Throw enough gold around and someone will risk disintegration.
X6 is still a bitch and half to get through normally.
X6 on Rookie mode straight up adds platforms to the long bottomless stretch in Rainy Turtloid's stage, but more importantly adds a floor to Gate's boss fight, which is just fucking gamechanging. I think they also changed attack patterns in some enemies, because the mantis enemies in the amazon would shoot homing boomerangs, and they didn't home anymore. Difficulty is still a little screwy though. There's a long crusher section with Zero before Gate, and they decidedly didn't turn off the instant kill on it. And you have to do it all in one go, including a bit at the end that's a hair longer than it needs to be so god help you if you get clipped. But overall it's the first instance I've seen where they've physically altered the level design, even if it was just slightly. I did X's stages on normal mode, so I'll have to see if they changed anything there, because the first stage is impossible without shadow armor (you have to climb on spikes), and the second stage is impossible with shadow armor (you need to air dash over a pit at one point).
It's also a little disconcerting that they had the ability to go into the game code and change things like level design and some spelling errors... but X6's embarrassing localization is still left untouched. They fixed "cristal ball" in X5, but left "Would you like to overwright your save". Go figure.
"The sausage of Green Earth explodes with flavor like the cannon of culinary delight."
The tl;dr is that holy shit there is a lot of input lag, especially on the PS4 and Switch versions. It isn't enough to ruin anything, but it definitely explains why X1 on my PS4 Pro felt so weird in places, and why I was having an insanely difficult time making jumps that I previously never ever had trouble with (the arm upgrade in Flame Mammoth's stage being the big one). It also gives some idea as to why I struggle so much with doing anything with precision in the challenge mode, as it also has a ton of input lag on the PS4.
- The Four Horsemen of the Apocalypse (2017, colorized)
I'm really kinda disappointed in the X collection. I know I saw some gaming purists actually happy that there were no save states, but it really just highlights how lacking the password system was in the first place. You lose your sub-tank energy and your special upgrades (grind grind grind). And don't you start at Sigma stage 1 regardless of where you left off?
Basically you're just better off not really using the save system and just never quitting the game until you finish, which really sucks if you're in the mood to play something else on the system.
So the new Megaman slot machine (ie, the one with female Dr Light) in Japan has a website, which includes a trailer and a look at the game's sexy new versions of Light, Roll and Dr Wily, and his new gambling themed robots.
So the new Megaman slot machine (ie, the one with female Dr Light) in Japan has a website, which includes a trailer and a look at the game's sexy new versions of Light, Roll and Dr Wily, and his new gambling themed robots.
I had the exact opposite reaction. I hate it in a visceral way that I don't really understand.
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H3KnucklesBut we decide which is rightand which is an illusion.Registered Userregular
edited August 2018
Eh, I didn't really have much of a reaction one way or the other. Is it supposed to be an EXE or Starforce related thing? Because it definitely looks more like that style than any other Mega Man.
That's a very 1980s version of a dystopian future-style Dr. Wily.
Given all the goofy, over-the-top stuff he's designed throughout the series, it seems appropriate for Wily to have a cheesy look like that. But I kinda hate the hair, there's something about the bangs. He needs to be bald up-top.
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You could try the ice sled trick to do it.
Yeah, unless the power stayed on all those weeks or months, that's not happening. Hadoken doesn't save, not even in this collection.
Like Mega Man Legends? Then check out my story, Legends of the Halcyon Era - An Adventure in the World of Mega Man Legends on TMMN and AO3!
I myself read about it in an issue of Game Players in like 1994
I think it's possible, but the main thing is that it's pretty clear when you've got all the upgrades, and by that point you don't actually have any reason to go to the end of Armadillo's stage anymore
Five times.
There's no way you'd find it organically, because why would you ever do this 5 times in a row? It sounds exactly like all those bullshit playground secrets you've ever heard, like getting the triforce in Zelda or seeing Lara naked in Tomb Raider. This one just happens to freakin' work.
But you do get the triforce in Zelda. Also in the second & third Zelda.
You can just use the escape thing to quit the level, or just exit through the boss room. You don't have to waste all those lives.
You'd have to play through the entire level again each time though. I'd assume you'd have to do this all in one "run" of the level, but if what you say is true then that's even more crazy, because who the hell would play the level 5 times and check that specific spot each time?
And luckily at the start of the level, there's a old MM style bat that nearly always drops 1ups when killed, so getting the lives isn't that big a deal.
Just about the only thing resembling a clue there is, really.
I’m probably gonna bite on this, even though Octopath has its hooks in me.
I've played up to X5. They all feel fine. I feel like maybe there was some weird bits of slowdown in X2 and X3 for maybe half a second in areas that didn't seem to warrant it? I don't know the games like the back of my hand to say otherwise. Everything just felt like regular ol' SNES slowdown. Played on both the Switch and the TV, and it felt fine, but your TV and lag may vary. X4 and 5 play perfectly fine. Their loading times are non existent.
The overall collection though is a bit weird. Enough changes that they can't really be called "Definitive" versions.
-The Japanese versions of X4 to 8 had licensed J-Pop music intros (X6's was left in the US release because of how damned rushed it was). They've all been gutted and replaced, even if you set the games to Japanese. Almost certainly licensing issues abound.
-For X5, they've not just replaced the "Guns n Roses" names back to the original names, they've also replaced two text errors. "Crystal ball" used to be called "Cristal ball", and a piece of dialog referring to Launch Octopus called him "Octopardo". So they clearly had the ability to go in and change the script text... but that's all they seemed to do. The rest of the text is the same old "technically competent but clearly needs polish" localization that games generally got back in those days. I briefly checked X6... and that terrible translation is left intact ("There is no one else is left to fight."). So they fixed 2 errors in total and left the rest, including an entire game's worth. ...Yeah I dunno either.
-I don't remember the first X collection much. But if I recall correctly, in that version, in X1 X didn't shout "hadoken!", and X6 had the Japanese voice track yanked out. Both are back here. So that's neat.
It's overall nothing that terribly bothers me much. They're still the MMX games, and they all play exactly like I'd expect them to so far.
X4-6 though get fancy with it. Bottomless pits don't kill, you're just teleported to dry land with no damage. Spikes no longer kill, they just do a small chunk of damage. Ride bike stages are slowed way down. You get more shots per weapon. And they just give you 9 lives at the start of every stage (though lives were worthless at this point because continuing just put you back where you would have started anyways). And you can snap all of this on and off whenever you want. There are sections in X6 full of blind jumps and level design where somebody wanked off with the spike tool, and you can just say "Fuck this" to those sections. Sections where you have to grab wires over pits by holding up, and if you swing Zero's sword then he'll nosedive into the abyss, and now you'll just get teleported back rather than pointlessly die. Still doesn't excuse the slipshod design, but at least now you can mitigate it when you just want to play the game.
1) the slowdown that existed in the original SNES release is present
2) there is also more slowdown, though it seems to me that you can eliminate it by switching to the scanline filter, or no filter
I'd really like an option select for that. Like "spikes do no damage" on or off. "Pits kill" on or off. "Enemy damage" with a Low-Med-High switch (High is the normal for normal difficulty). I found I enjoyed Sonic 2 a lot more with the ability to level select back to the place I Game Overed (available on Sonic 2 3D with no cheats) and Castlevania a lot more with Save States so I can learn each room without redoing the whole game (on 3DS VC).
X6 on Rookie mode straight up adds platforms to the long bottomless stretch in Rainy Turtloid's stage, but more importantly adds a floor to Gate's boss fight, which is just fucking gamechanging. I think they also changed attack patterns in some enemies, because the mantis enemies in the amazon would shoot homing boomerangs, and they didn't home anymore. Difficulty is still a little screwy though. There's a long crusher section with Zero before Gate, and they decidedly didn't turn off the instant kill on it. And you have to do it all in one go, including a bit at the end that's a hair longer than it needs to be so god help you if you get clipped. But overall it's the first instance I've seen where they've physically altered the level design, even if it was just slightly. I did X's stages on normal mode, so I'll have to see if they changed anything there, because the first stage is impossible without shadow armor (you have to climb on spikes), and the second stage is impossible with shadow armor (you need to air dash over a pit at one point).
It's also a little disconcerting that they had the ability to go into the game code and change things like level design and some spelling errors... but X6's embarrassing localization is still left untouched. They fixed "cristal ball" in X5, but left "Would you like to overwright your save". Go figure.
https://www.youtube.com/watch?v=Zalt6e5h0JU
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I mean, what am I even fighting for?
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Like Mega Man Legends? Then check out my story, Legends of the Halcyon Era - An Adventure in the World of Mega Man Legends on TMMN and AO3!
Someone else needs to take one for the team on this one; I'm still recovering from the first episode of the new TMNT.
Like Mega Man Legends? Then check out my story, Legends of the Halcyon Era - An Adventure in the World of Mega Man Legends on TMMN and AO3!
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PM Me if you add me!
https://gematsu.com/2018/08/mega-man-11-demo-launches-september-4
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PM Me if you add me!
https://www.youtube.com/watch?v=F-zTRrolyUg
https://www.youtube.com/watch?v=EvZkty_FQHA
The tl;dr is that holy shit there is a lot of input lag, especially on the PS4 and Switch versions. It isn't enough to ruin anything, but it definitely explains why X1 on my PS4 Pro felt so weird in places, and why I was having an insanely difficult time making jumps that I previously never ever had trouble with (the arm upgrade in Flame Mammoth's stage being the big one). It also gives some idea as to why I struggle so much with doing anything with precision in the challenge mode, as it also has a ton of input lag on the PS4.
- The Four Horsemen of the Apocalypse (2017, colorized)
Basically you're just better off not really using the save system and just never quitting the game until you finish, which really sucks if you're in the mood to play something else on the system.
http://slot-rockman-a.jp/
I gotta admit, I kinda dig the designs.
I had the exact opposite reaction. I hate it in a visceral way that I don't really understand.
Right, though? I was just about to say something about C. Viper.
Steam: TimIsOnSteam
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Wow, I didn't catch that at first but you're totally right.
Given all the goofy, over-the-top stuff he's designed throughout the series, it seems appropriate for Wily to have a cheesy look like that. But I kinda hate the hair, there's something about the bangs. He needs to be bald up-top.
Switch (JeffConser): SW-3353-5433-5137 Wii U: Skeldare - 3DS: 1848-1663-9345
PM Me if you add me!
Other than that, it keeps looking great.
Nintendo Network ID - Brainiac_8
PSN - Brainiac_8
Steam - http://steamcommunity.com/id/BRAINIAC8/
Add me!
Let's hope they don't chatter through the entire stages like a certain other Mega Man-esque game.
The problem with that was they'd start up an entire conversation in the middle of the fight, and obscure the sound tells of the boss.
All the chatter here though are the sound tells. So it's fine.
Do whatever you want during the stage, but keep the soliloquies out of the fights.