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-I learned about the pause glitch.
-I learned the ideal boss order.
-I learned to use the Mega-Platform thingy most efficiently.
-I learned that the Ice power could freeze the fire columns in Fire Man's Stage and Wily Stage 1.
-I could FINALLY move past the moving line platforms in Guts Mans stage.
-I even got to the Elec Man boss battle.
If there is one feature of MM1 that I find particularly unforgiving, it would be the lack of E-tanks.
The only time I need E-Tanks is during the boss rush which has a set order and has you restart when you die.
Also the pause glitch isn't really needed to defeat those eye things and the Yellow Devil.
And E-Tanks aren't necessary to beat any of the titles, but they can help cover you're mistakes.
If I had to choose the hardest classic title, it would be MM1. That's just my feeling.
What sections (either than Yellow Devil) had the pause glitch help?
Look, I don't rely on it. Sometimes it's harder for me to find what my pause is set to on my keyboard than actually beating the boss straight up.
I guess if you haven't played a prior Mega Man title, it can seem about average? But after playing the rest, it's just a lot harder because of less mobility and less refined mechanics.
I think Elec/Fire Man can be pretty easy if you have their weaknesses. Also the moving platform enemies can pretty much be skipped with the beam thingy.
-There's no password or save system in the original release. You have to play through the game in one sitting and that can be a monstrous challenge; a good play takes about an hour and a half. This aspect is remedied in MMLC thanks to save stating.
-Energy Tanks don't exist yet. No mid-level resupply if you get hurt.
-Boss corridors contain hazards, and the checkpoint is at the beginning of it. You could potentially go into a boss battle hurt despite already losing to him once.
-Mega Man is pretty slippery and doesn't control as well as he does in later games. Coming from newer games you might find you slide a bit too far when you try to stop.
-Mega Man drops like a stone if the platform under his feet gives out. You'll see this in Gutsman's stage as well as with the Magnet Beam.
-Speaking of Magnet Beam, there's no indication that you actually need it until close to the end of the first Wily Stage. If you go into Wily's Castle without it, it's a huge waste of time, lives, and points.
-Abilities in future games aren't present, such as sliding and charging the buster. Without sliding, evading some attacks is more difficult.
-Bosses do unreasonable amount of damage in some cases. Elecman can kill you in three hits.
-A common enemy with a semi-random jumping pattern can also kill you in three hits; that giant stomping robot. One is at the end of every stage, and you get three at the entrance to Wily 1.
-Many enemies are placed in unfair locations or constantly respawn to harass you. When you don't know what's coming you're prone to cheap deaths.
-Spikes ignore invincibility frames unlike in future games. If you get pushed back onto spikes you're toast.
-There's some bad checkpointing in Wily's Castle, namely stages 2 and 4 where you have to redo boss rematches if you don't reach the next checkpoint.
-Speaking of boss rematches, you get no health upon defeating any of the Robot Masters in Wily's Castle and you're forced to fight four in a row toward the end. Fail and you have to refight them again (luckily there's a powerup near that checkpoint that fully restores all weapon energy).
-Without abusing the pause glitch, some bosses are incredibly long and tedious. Yellow Devil is a serious offender of this.
Also, how the actual ♥♥♥♥ am I supposed to fight Yellow Devil? I learned he's weak against lightning, but he's still a pain in the ass.
The pattern isn't really that hard.
If you're having trouble getting the pattern down then use the pause trick.
In Megaman there are two pause buttons. One that opens the weapons menu and one that doesn't.
When your shot from the elec beam is above the Yellow Devil's eye press the pause button that does NOT bring up the menu. Then quickly unpause then pause. This makes it so the Yellow Devil takes damage again. If you're good enough with this trick you really only need to dodge his pattern once or twice.