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Mega Man - We're Here Forever!

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Re: Mega Man Powered Up - A Challenging Side Story

Post by Crow »

those elec blocks look super janky
also you had every right to be salty about that last challenge because it was stupid lazy garbage
i've honestly never played a video game in my life
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Re: Mega Man Powered Up - A Challenging Side Story

Post by Paragraph »

Today in "Ride the Jankatron" we learn that Yoku blocks are always the worst.
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Re: Mega Man Powered Up - A Challenging Side Story

Post by Bean »

Said it in the comments, but thankfully, Elec Blocks can not crush you. Saw you kept jumping out of the way in that one challenge when you were safe, but it sorta looks like you figured it out as you went on. I think. It's not something you'd think about considering the Guts Blocks will smash you if you're caught under them.
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Re: Mega Man Powered Up - A Challenging Side Story

Post by Grounder »

the last challenge looked pretty generous to me
Why don't you eat me?

I am perfectly tasty...

AND I'LL STEAL YOUR SOUL! :twisted:

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Re: Mega Man Powered Up - A Challenging Side Story

Post by Voltgloss »

Paragraph wrote: 5 years ago "Ride the Jankatron"
this is a fantastic level name
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Re: Mega Man Powered Up - A Challenging Side Story

Post by Grounder »

elec challenge 9 is utter garbage, wow

would not have blamed you for savescumming through it
Why don't you eat me?

I am perfectly tasty...

AND I'LL STEAL YOUR SOUL! :twisted:

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Re: Mega Man Powered Up - A Challenging Side Story

Post by Crow »

please tell me you were using save states for all of those 2.5+ minute attempts near the end and not that we watched like 15-20 minutes of gameplay go down the toilet in 10 seconds
i've honestly never played a video game in my life
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Re: Mega Man Powered Up - A Challenging Side Story

Post by Bean »

To make things easier for Challenge #69 that's anything but nice, you can spam Thunder Beam once it connects to take those opening Shield Attackers out in one pass instead of having to go back and forth. That said...
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Kinda hard, yo.
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Re: Mega Man Powered Up - A Challenging Side Story

Post by Paragraph »

Ride the Jankatron Part 2: Electric Boogaloo
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Re: Mega Man Powered Up - A Challenging Side Story

Post by Zummorr »

Parama wrote: 5 years ago please tell me you were using save states for all of those 2.5+ minute attempts near the end and not that we watched like 15-20 minutes of gameplay go down the toilet in 10 seconds
I'm fairly certain he put a save-state at around the 13:00 mark. Timer never goes down from 2 minutes after that point in the level.

The main issue I keep seeing with these challenges is that this game is not a very good for precise actions. Like this engine isn't very good for threading bombs, or moving and shooting with iceman. If these challenges weren't so fiddly they'd probably be alot more fun.

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Re: Mega Man Powered Up - A Challenging Side Story

Post by raocow »

yeah after a while I put a save after the shield part because man that was mind numbing. I forgot to mention it D:
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Re: Mega Man Powered Up - A Challenging Side Story

Post by Zummorr »

raocow wrote: 5 years ago yeah after a while I put a save after the shield part because man that was mind numbing. I forgot to mention it D:
Don't blame you. didn't look fun at all.
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Re: Mega Man Powered Up - A Challenging Side Story

Post by Paragraph »

I think I've said it before, but the challenges simply go on for way too long. There is absolutely no reason for them to be more than, like, three screens. Every one of the Big Issue challenges was the size of at least half a level if not more, and had the progression of a level segment, with introduction of a gimmick, using it in escalating ways, then it works for you, then against you, then it's everything at once and demands mastery.

If you have to tutorialize the challenge content within the challenge itself, then it's not a "challenge" - it's a level, and should be treated as such, you know, with checkpoints and the mystical concept known as "room for error".

I especially like that there's always this one dipshit in the Youtube comments who's like "no no this is obviously raocow's fault, if he had played the entire game with every robot master on every difficulty before, THEN he'd be prepared for the challenges" which is super obvious horseshit because, again, if the main game prepared you for the challenge, then you wouldn't need a mini-tutorial within the challenge. Also, we all saw the stages as Mega Man, unless the extra paths for each robot master are SUPER CRAZY EXTENSIVE, they wouldn't prepare the player in the slightest for the nonsense within the challenges.
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Re: Mega Man Powered Up - A Challenging Side Story

Post by Kilgamayan »

Everything is GutsMan until it is ElecMan.
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Re: Mega Man Powered Up - A Challenging Side Story

Post by Crow »

you capture wily and unmask him and it turns out wily was gutsman all along
i've honestly never played a video game in my life
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Re: Mega Man Powered Up - A Challenging Side Story

Post by Bean »

Time Man's kind of fun, but tomorrow's set is going to be interesting. Hope you're in a good mindset going in. It could take some... well, you know. Did pretty well today, and I didn't even think to use Time Slow in mid-jump for the pendulum mission. I just got that last one moving fast and made the jump that way. Fun watching your method, and in this case, I'd say it was the better choice!
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Re: Mega Man Powered Up - A Challenging Side Story

Post by xnamkcor »

raocow, I just realised something. Did you use an emulator to play Zero 3 and 4? There are some bonus bosses you can fight if you have Megaman Zero 3 or Megaman Zero 4 in the GBA Slot(Slot 2). Each game gives a different set of Bosses and I have no idea if you get anything for it.
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Re: Mega Man Powered Up - A Challenging Side Story

Post by raocow »

yes I used an emulator
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Re: Mega Man Powered Up - A Challenging Side Story

Post by SAJewers »

Hopefully not much, as it's my understanding emulator support for the GBA slot is spotty at best.
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Re: Mega Man Powered Up - A Challenging Side Story

Post by Dragon Fogel »

DeSmuME has an option that lets you pick a GBA rom and treats it as though it's in the GBA slot for the purpose of getting unlock bonuses. I'm not sure what emulator raocow is planning to use, but if it's not that he can go poking around to see if it has a similar feature.
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Re: Mega Man Powered Up - A Challenging Side Story

Post by SAJewers »

Well, it's probably either that one or melonDS, which doesn't support it yet (but it's planned)

EDIT: Unless he uses DraStic and records his phone somehow
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Re: Mega Man Powered Up - A Challenging Side Story

Post by xnamkcor »

raocow wrote: 5 years ago yes I used an emulator
Good news is, after failing to follow instructions and walking the wrong way and getting "lost", it would seem those extra bosses might be accessible from the beginning.

The bad news is you probably get no reward, and it might be even further locked out by the fact that you can't have one of the keys until you beat the game once.

It's not like you haven't fought the bosses before. And it's not like you're gonna play the game a second time with the reward.
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Re: Mega Man Powered Up - A Challenging Side Story

Post by Bean »

The mindset with the challenges is basically what Mega Man is taken to the next level. You don't know what's coming, so you kind of have to learn the levels as you go. And yeah, there are plenty of screw you jumps or moments that are tricky.
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Re: Mega Man Powered Up - A Challenging Side Story

Post by Grounder »

i'm sorry for thinking this was a good idea

please stop after oil man if not before

by the sound of it preferably before, it isnt worth it
Why don't you eat me?

I am perfectly tasty...

AND I'LL STEAL YOUR SOUL! :twisted:

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Re: Mega Man Powered Up - A Challenging Side Story

Post by ano0maly »

Why? He has save states if he needs them. And I need more time to get more ahead of him for the next game

Also why do the crates with rocks fall faster than the purple boxes during time slow? Because they're heavier? That's not how gravity works...
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