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this is the place where lps are being talked about. it's important to talk about games being played on the internet.
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Bean
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Re: Yep. (NP: Mega Man X3)

Post by Bean »

(6) Neon Tiger / (Viddler #6)

I have to disagree with you on that. Rhino's stage at least has enemies and hazards that fit the level that they've been put in. Tiger's stage is a jungle area that turns into a cave type of place early on and never really recovers. Seriously, just like Hornet from before, I don't get it. That's unfortunately something that's going to pop up another time or two as I move on with this game.

This stage allows me to show off some neat tricks at the end like how to fill up your Sub Tanks easily and how to perform a neat little glitch that can help you get the capsule here a bit earlier than expected if you haven't picked up the leg upgrade yet. The main run's all right, but again, the lack of a distinct theme really brings the level down.
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Kilgamayan
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Re: Yep. (NP: Mega Man X3)

Post by Kilgamayan »

Bean wrote:The main run's all right, but again, the lack of a distinct theme really brings the level down.
Criticizing this level's lack of a distinct theme is second in awesomeness only to criticizing this level's theme.
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AuraLancer
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Re: Yep. (NP: Mega Man X3)

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Wow, I had no idea you were on this forum Bean. I really enjoy your videos.
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Re: Yep. (NP: Mega Man X3)

Post by Paragraph »

I like Neon Tiger's theme...hate to be that guy.

The level is decidedly meh, but most of the stuff in Rhino just feels so pointless. It does fit the theme (boulders + mud), but it's ineffective and shitty, gaah, there could have been done so much more with it.

Enemy placement being basically random is a good point though. Didn't really think of it, but most of the time they ARE just throwing shit on a wall to see what sticks. Literally.

Simon
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Bean
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Re: Yep. (NP: Mega Man X3)

Post by Bean »

(7) Crush Crawfish / (Viddler #7)

Yeah, I've been posting here for the past couple of years or so, Aura. I've liked raocow's videos since pretty much around when he first started posting them, and I joined up here since it's a nice way of talking about his vids and watching a few others that do these when I get the time.

Anyway, a new video appears. Hey, it's a pretty good stage! Yeah, the enemies are again mostly thrown in places, but this time, they compliment the stage instead of make me question it. I love the music, the design, how fast-paced the level is, and the boss fight can actually be challenging if you don't take the easy way out. This time around, I don't. If you ask me, this is what this game should have always been.
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Bean
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Re: Yep. (NP: Mega Man X3)

Post by Bean »

(8) Gravity Beetle / (Viddler #8)

Gravity Beetle's stage is all right, but once again, there isn't any definitive gimmick going for it. I'm not as upset about this one as battling your way from the cargo hold up to the main bridge of the airship is kind of fun. The music definitely helps. Still, I don't like that elevator segment at all, especially when there was already a better example to draw from. Why did that have to be included?

Anyway, we also go up against Byte in our sixth stage. He's not much of an issue if you know how to press both the jump and dash buttons at once off of a wall, even less so if you have the leg upgrade already. Looks like we do. That's cool. Next!
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Re: Yep. (NP: Mega Man X3)

Post by Bean »

(9) Volt Catfish / (Viddler #9)

Today's stage is pretty fun, mainly because this is the one of the few stages in the game where I can say that all the ideas go together quite nicely. I love the challenge, too. There are places here where enemies will work in tandem properly as opposed to say a certain jungle we left behind.

Since we pick up everything we can the first time around here, there's not much else to really show off about the level. That's why I give the fish a fighting chance and finally reveal a certain secret stage that I've been putting off until now. Thank goodness the votes went the way they did, huh?
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Bean
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Re: Yep. (NP: Mega Man X3)

Post by Bean »

(10) Vile MK-II / (Viddler #10)

With the last vote working out perfectly, it was time to tackle whatever is waiting for us on the other side of that teleporter. We find a forgotten factory filled with a few foes, but there's a very special one waiting inside. It's been awhile, Vile... Just not long enough for my tastes! After this, it's a frantic fight to the finish as the place is coming down all around us. Yikes!

The post-main run content shows how the degree of difficulty can be increased, what happens when you fail to escape in time, Vile being vanquished in the alternate run, and a neat little game-breaking glitch you can activate. Why would you do that? I don't know, but I did.
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Re: Yep. (NP: Mega Man X3)

Post by AuraLancer »

I got confused by this video and thought I missed Toxic Seahorse. That's what happens when I check my subscriptions as soon as I get out of bed I guess.

I don't think I went here either time I played this game.
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Bean
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Re: Yep. (NP: Mega Man X3)

Post by Bean »

(11) Toxic Seahorse / (Viddler #11)

I was kind of surprised that this stage gave me so much trouble, specifically Seahorse himself. After an hour of failing at the finish line, I finally decided to stop being fancy about things and save that stuff for the end, even though I knew it would extend this video a bit longer than I wanted.

The Mavericks are gone, but they've left a lot behind. A lot. I'm going to have one lengthy backtracking session next time to grab all the goodies that I couldn't the first time around. I'll see you then.
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Re: Yep. (NP: Mega Man X3)

Post by Bean »

(12) Backtracking Bonanza / (Viddler #12)

Who's ready for a lengthy look back to get ourselves on track for 100%? This is the video where we uncover all the secrets that we had to leave behind the first time around. I knew this one was going to take awhile, but I didn't expect it to be longer than the previous two games' videos for this combined! Uh, yeah. Tons to cover here.

Ride Armor gets the biggest chunk of the action, but there's also a few certain secrets that we'll have to make a decision on in the next video. Don't worry. This call is mine alone to make, but I'll still educate you all on these enhancement chips here anyway!
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Bean
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Re: Yep. (NP: Mega Man X3)

Post by Bean »

(13) Doppler Lab 1 - Godkarmachine O Inary / (Viddler #13)

The raid on Dr. Doppler's domain has begun! What surprises are in store for us? What enhancement chip did I choose? Where in the heck did this ridiculously awesome boss name come from? The answers to those questions are all inside this one. Actually, it's worth your while to give the bonuses a look here as they include a very funny glitch that can turn the tide in this titanic tussle.

Finally, no +1 in the comments section just for naming the boss. Sorry, Kilga.
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Re: Yep. (NP: Mega Man X3)

Post by AuraLancer »

I get the feeling they kept the "Inary" in the name because it's one letter away from "binary", and since their names became Bit and Byte it makes sense.
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Re: Yep. (NP: Mega Man X3)

Post by Kilgamayan »

Bean wrote:Finally, no +1 in the comments section just for naming the boss. Sorry, Kilga.
NOT GONNA STOP ME FROM TRYING
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Bean
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Re: Yep. (NP: Mega Man X3)

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Kilgamayan wrote:NOT GONNA STOP ME FROM TRYING
Actual reason is that I haven't been able to vote comments/videos up or down in over a year now.
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Re: Yep. (NP: Mega Man X3)

Post by Bean »

(14) Doppler Lab 2 - Goliath & Vile MK-II (2nd) / (Viddler #14)

It's a slow ascent into madness in today's video as we have a long climb ahead of us to get to the titanic throwdown with Vile's new toy. This thing is armed and dangerous, and even though the battlefield is bigger, the fight's faster pace can take some players by surprise. Even I didn't know all the tricks when I fought him the first time around, which is why I had to endure the Escanail section a good few times...

Anyway, next up will be a bonus of what the first two Doppler Lab stages would have been like if Bit, Byte, and Vile weren't there for a second showdown. Believe me, there are quite a few surprises in store, including one involving... No, wait. If I give it away now, I'll have Zero to talk about next time. Good thing I caught myself.
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Bean
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Re: Yep. (NP: Mega Man X3)

Post by Bean »

(14-Bonus) Doppler Lab - Altered Areas & Zero's Saber / (Viddler #14-Bonus)

It's time to take a look at how the first two levels of the lab would have gone had Bit, Byte, and Vile been taken care of a little prematurely. The first stage only gets a boss battle change to it, but the second stage gets to avoid a certain reckless robot's renovations and turns into an explosive experience. Those Victoroids are some tough customers.

Even though it's the side run, I decided to go through and do the whole altered part of the stage without taking a hit. It's not too bad, unless you jump into every weak enemy in the very last part of things like I did a few times. Heh! Also, there's one other teeny little secret that gets covered here. Yes, Vile has to be gone for this to occur. Yes, a certain someone finally fights off his long-lasting fear. Too bad his reaction time severely sucks.
Last edited by Bean 11 years ago, edited 1 time in total.
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Re: Yep. (NP: Mega Man X3)

Post by AuraLancer »

The moral of the story here is to never face your fears. Always run away from them!
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Bean
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Re: Yep. (NP: Mega Man X3)

Post by Bean »

(15) Doppler Lab 3 - Refights & Dr. Doppler / (Viddler #15)

I wish I could have ran away from this when I was recording. Ninety minutes, nine Mavericks, nine transporters... minus one. It's not the name of a game I've ever played, but we've got ourselves a showdown with science in this video! Well, we will if I stop getting crushed by Crawfish, jumping into joke bosses, or being tripped up by the Trappers! Just be glad I'm not one of those that shows every mistake I make. This video's long enough as it is!

After the disaster, we go back and swing our Z-Saber at just about anything that moves and even something that doesn't to get some goodies. Next time will be the last time in this X3 experience. It's sure to be something. See you then.
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Re: Yep. (NP: Mega Man X3)

Post by Bean »

(16) Final Stage - Kaiser Sigma & Ending / ((Viddler #16)

The time has arrived to put an end to the SNES saga of the Mega Man X series! Turns out that Sigma has taken up residence inside of this underground hangar. Is that a final battle I see in this one? I do believe it is! It's also one of the hardest. Sigma's attacks in the first round are so dang fast that you will not be ready for them the first time you play. The battle body turns out to be a tough tussle, too, thanks to the very small room you have to work with.
Bean wrote:I think when I eventually do MMX3, I'll go back to the first successful run mentality instead of trying to be a perfectionist.
I said that then based on how hard I thought this game was going to be. Sure, you have to know what to do and when to do it, but this one didn't drain me like past series have done. In the end, I came out thinking this was one of my favorite series to do. I hope you all enjoyed this one as much as I did. The perfect playthrough is complete!
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Bean
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Re: Yep. (NP: Mega Man X2 - Single Segment Run)

Post by Bean »

Mega Man X2 - Single Segment Run / (Viddler Version)

I decided to try out the whole commentary thing one more time. Unlike my previous two attempts at it, I didn't find myself stumbling that much. Literally, I was able to talk over this entire video in one take. Problem is that there are some audio oopsies in here that I couldn't fix this time around.

Honestly, this video is being put up for three reasons. One, I want to improve on both my speaking and audio editing skills. Two, I kind of like the idea of having people pick the next playthrough as the choices are in the description box. Three, I'm trying to add another game to the very exclusive club of ones I've beaten without dying in. Was I able to achieve that goal? Well, take a look to find out!
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Bean
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Re: Yep. (NP: Mega Man Zero 4)

Post by Bean »

(1) Intro Stage - The Caravan / (Viddler #1)

Mega Man Zero 4 is one of the three titles I had been wanting to do for a decent while now, and this wound up being the one that was chosen by you all. I am using text commentary for this unlike the silent treatment I gave Zero 3, although the game does plenty of talking for me in spots.

This intro stage is a fun and fast ride on some moving vehicles. In it, I'll go on about one of the biggest additions to gameplay in the Z-Knuckle. It's a shame I didn't know how to use it properly at the time of said recording, but I get things straightened out before moving on to the next stage.
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Bean
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Re: Yep. (NP: Mega Man Zero 4)

Post by Bean »

(2) Intro Stage #2 - Area Zero / (Viddler #2)

And after we beat the intro stage, the game decides to give us another one. Sure, why not? This one has some insta-kill traps set about, but they're few and far between. I find the cannons to be the real threat and ruining a good run. They did that a few times. After this one's done, we meet up with Dr. Weil's malevolent machines. We'll be seeing all of them again in the future. Mm-hmm.
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Bean
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Re: Yep. (NP: Mega Man Zero 4)

Post by Bean »

(3) Noble Mandrago / (Viddler #3)

Time to get our feet planted as we go to encounter our first member of the Einherjar. I don't think this is the easiest stage in the game by any means, but the rewards for going here early are too good to pass up. When you defeat a boss with an S or A-Rank, you earn their special ability, and Noble's is one you will be seeing me use time and time again thanks to its non-elemental properties.

This is also the first episode where roaming around at the home base and Area Zero camp is useful as we can earn a few recipes. There's also the new Cyber-Elf system to go pick up and start using. There's more to come on both of these elements next time. Whew!
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Bean
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Re: Yep. (NP: Mega Man Zero 4)

Post by Bean »

(4) Heat Genblem / (Viddler #4)

The reason to do this stage early is if you're interested in getting a certain chip that will make the game a bit easier on you. Had I have been paying more attention on how to make parts other than this, things probably would have been much easier on me for a little while, but that's a story for another video...

Anyway, Genblem's stage has plenty of fire-based hazards just waiting to ruin a run. I found myself flailing about at the miniboss and laser cannon sections quite a bit, and even the boss can be tricky if you aren't quick on your toes. Yeah, this one could have gone better, but I'm still satisfied with the overall result.
Last edited by Bean 6 years ago, edited 1 time in total.
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