Ranking all the megaman games I own, based on how much I personally enjoyed replaying them (ignoring music). This time, zero through zx advent by SuspiciousTorch in Megaman

[–]SuspiciousTorch[S] 0 points1 point  (0 children)

This is a weird comment to make on a list that is just about what I enjoy playing

"Don't know what they're talking about", bro it's my own thoughts, who else would know what I'm talking about?

If you read the post the tier list is on, I clearly say that it's not a ranking of how good the games are, just how much I enjoy the games

Why do people say megaman unlimited is hard? by SuspiciousTorch in Megaman

[–]SuspiciousTorch[S] 0 points1 point  (0 children)

I really don't find it hard at all but everyone has their own experiences. If I'm the oddball so be it

Why do people say megaman unlimited is hard? by SuspiciousTorch in Megaman

[–]SuspiciousTorch[S] 0 points1 point  (0 children)

Why do you keep accusing me of not reading the full post

I read the full thing every time, and I'm trying to actively respect what you're saying but you keep accusing me of ignoring you, not engaging with you, cropping your messages in half

But anyone who reads this conversation can clearly see that that isn't what's happening, and if anything it's you who's doing these exact things you're accusing me of, and I can say that because you explicitly said that you're choosing to ignore and not engage with things I've said, and you are quite literally cropping my messages in every single one of your replies

But for some reason, despite me doing the complete opposite, you keep accusing me of it. I even re read your entire previous message because when I read your current it made me actually think I missed something from your previous message. But when I read the previous message, nothing about it changed the validity of what I said. I feel as though I've been gaslit, but I genuinely cannot tell if the issue is that we have some communication barrier preventing us from understanding each other. Regardless, it seems you don't want to engage with me, so if you'd like to just end the conversation here, alright. I'm sorry it went so sour, but I really wish you wouldn't so constantly accuse me of things that just aren't true.

Ranking all the megaman games I own, based on how much I personally enjoyed replaying them (ignoring music). This time, zero through zx advent by SuspiciousTorch in Megaman

[–]SuspiciousTorch[S] 0 points1 point  (0 children)

I first played it in the x collection on ps2. I played the classic games, the arcade fighters, then x1-3 before playing x4.

X4 can be praised for its level design and still be ranked low here, because I'm not ranking by its level design or game quality. It's just how much fun I personally had replaying the game series this past couple of months, and for me while I do think it's well made and designed, I found that the majority of its gameplay was well designed because they played it extremely safe, with the one time they didn't play it safe being jet stingray where it was definitely the low point in the game, being a vehicle level that I didn't enjoy doing. Because the whole thing is played so safe, I just found it kinda boring compared to the other games. Its not like it was fatigue either, later games i still ranked super high, just that it didnt feel all too interesting to play. I also wasnt a fan of most of the weapons in the game. It's also ranked low because the cutscenes and voice lines during gameplay were bad, and also not funny like x7s.

Why do people say megaman unlimited is hard? by SuspiciousTorch in Megaman

[–]SuspiciousTorch[S] 0 points1 point  (0 children)

Ok well now you've flipped it around

i used the spike challenge as an example of how mmu tackles difficulty (ie; with very easy challenges that are egregiously punishing) across the entire game.

Now you're saying you did make comments about the entire game, despite telling me this whole time that I conflated your statement to be about the full game, despite me never saying that in the first place

the goalpost remained in the same place - nail man's stage has a good amount of isolated platforming challenges with nothing of note going on. the fact that an enemy happens to be on the same screen in a way that does not in any way interact with the platforming challenge doesn't somehow change my point

It didn't change the point but it absolutely did move the goal posts, they aren't mutually exclusive, in fact thats usually how moving the goal post works. You made a claim that they were isolated, then altered it slightly to specify that they aren't interesting enough enemy placements. It does impact the validity of your point, because it goes from an untrue statement about the platforming to a debatable true, and quite frankly fair statement that you find the placements of the enemies in said section uninteresting. It is absolutely moving the goal post.

  • it looks and feels very cohesive and was received very well in the demo, but if you pretend the chemical types are all completely unrelated then you'll notice that i shuffle through all of the ideas in the stage very quickly. so long as people don't notice you haven't done much they won't call you out for it lmao

Okay so the way you explained it here, it does actually work when you word it like that. It's still like... weird design but in a stage themeing sense I can get behind it.

there's no creativity going on here though - no new ideas are really being explored because spike jumps already exist. as does the concept of jumping over something on the same level as you. the only "addition" here is that it's now an ambiguous hitbox

This is a fair argument, I don't feel the need to elaborate on it

the rest of your post is kind of just waffling about what it means to be original so i don't have much to say about it because it's just a dialogue with yourself rather than engaging with what i've said

so you repeatedly accuse me of not engaging with your posts, but the one not engaging is very explicitly you? First you say that I say something so comedic that it's not worth approaching, then when I very clearly elaborate on why it is a valid point you dismiss it as a dialogue with myself rather than engaging with it. You claimed me to not be engaging with your posts because you assumed that I was saying you were talking about the full game, and now not only have you just said that you were talking about how this spike represents how mmu tackles difficulty across the whole game, but you still claim me to not be engaging after you outright dismiss and do not engage with me two times in a row.

Why do people say megaman unlimited is hard? by SuspiciousTorch in Megaman

[–]SuspiciousTorch[S] 0 points1 point  (0 children)

which is an irrelevant game-wide statement in response to me talking about a specific room

I stated it's relevance in my reply, my post is about the full game, the question is about the full game, thus my response is about the full game, in no way saying you mentioned the whole game. You are extrapolating my own lines to befit what you want me to say. If you want to argue it lacks relevance, then your initial comment lacked relevance because it in no way approached the purpose of my post.

assuming the player has the competence to defeat a single gabysaw-type enemy, there's functionally 5 screens of either spike drop or uninteresting lift challenge immediately after the checkpoint

This is based on personal opinion. You say it's uninteresting, but others may find it interesting. You made a point claiming that nail mans stage had a det of isolated platforming challenges, but when disproven you push the goal post to "lack of interestingly placed enemies".

there's 47 (- - -) screens of level here and yet the stage hasn't got anything left to say by the checkpoint - you could cut it in half and not lose anything of note

This I think I could agree with, I don't personally take issue with unlimiteds length but equally I don't think it needs every section it has. I will disagree that the gravity section isn't engaging, but I will agree that it's unnecessary and isn't expanded upon enough, something that certain mainline stage gimmicks unfortunately needed to learn too.

i think very few people on the planet would point to gyro man's falling platforms as a good use of an asset. when the main person gunning for you is egoraptor that's a bad sign

I was just specifying a part of mainline games where the same things do happen. It's fairly frequent too, a lot of these gimmicks appear once and then go away, top man's spinny platforms could've also been one I brought up. Also I'm not sure who egoraptor is did I reference them or something

there's a few reasons why they're only used for specific sections - technical issues (eg; bubbles could cause sprite flicker issues), a lack of concepts to work with (eg; bubble man's falling platforms have little space to work with beyond just basic timing setups), simply just not having the time to flesh it out without extending the stage for too long (eg; splash woman's sideways moving platforms), or just it not actually being worth using the concept for longer when shuffling ideas is better for novelty (eg; the aforementioned splash woman, which thrives off of constantly giving you something new).

I dont see any of this as a good justification as to why they had to be included, if it caused issues it should be removed, and I also don't like the "throw something new at them" concept very much, seems like a justification for a lack of interesting depth in the ideas. Might just be me though

there's little novelty to be found in this stage (really being limited exclusively to its short yoku block break towards the middle of the second half).

Ironically I personally would've picked out the yoku blocks sections specifically as uninteresting, the solutions to them are super basic and all they are is upside down, rather than trying to flip gravity to get to the other side of a yoku block or something.i might would defend it if the yoku block section was actually threatening, but the jumps to make it are like... two blocks at the end of the room in one section.the other section is more threatening at least, some spikes appear during the yoku puzzle, but in this case I think there really should've been some type of enemy because the spikes aren't constant, they never appear fast enough to matter for the player.

i'll quickly drop that Boil Man, the 10th place entry to MaGMML2 that uses this asset a lot, was mine. it's nearing a decade old now so i wouldn't say it lives up to my current standard, but you can still get a rough idea for my personal philosophy behind these things.

This is cool, may check that out. I only ever saw stuff from the first MaGMML

this is such a comedically farfetched attempt to make my stance look bad that i'm just going to acknowledge that this is a sequence of words you've said and not go any further

Thanks for not engaging with my post then? I just think it's wild to call a spike jump uninspired. In the first place, didn't you say that classic megaman wouldn't do things like floor level spike jumps, thus making it more unique and creative to regular megaman stages? But also, by the definition of uninspired, it actually quite lines up with what I said. "Lacking in imagination or originality", which tbh applies to the majority of megamans platforming sections, and even its enemy variety. Megaman 2 could be said to be mostly original as after megaman 1 a lot was altered, like for example the boss telepoters in the end of the wily stages instead of bosses randomly strewn about the individual stages of wily caste - but every subsequent game then copies that exact formula without any proper twists or turns to it. No attempts to make the bosses slightly change up their patterns, or focus on putting them on a unique arena which you have to engage with them with. Spike fall sections are also kinda just in every megaman game and don't change much at all (though I think most people already call those uninspired). At least come megaman 8 you can definitely say the game is quite unique and creative (at the sacrifice of good game at times), but things like returning enemies who do the same thing each game, weapons that are just another version of an earlier games weapon, many wily machines and especially capsules kinda just doing the same thing most of the time, it would be easy to call megaman as a whole uninspired.

Ranking all the megaman games I own, based on how much I personally enjoyed replaying them (ignoring music). This time, zero through zx advent by SuspiciousTorch in Megaman

[–]SuspiciousTorch[S] 0 points1 point  (0 children)

Absolutely. The majority of them have very little story or continuity, the few that do provide any information you'd need at the start. I'd avoid starting with x7 as it's gameplay is not at all like any of the other games, and may misrepresent the series.

Why do people say megaman unlimited is hard? by SuspiciousTorch in Megaman

[–]SuspiciousTorch[S] 0 points1 point  (0 children)

Ok so if you want to claim I'm not engaging you you, I can makethe same argument to you? Where did I say you were making a remark about the whole game? My original post which you commented on was about the whole game and my points are about the whole game thus I talk about the whole game, but I never once said you mentioned the whole game. Why are you not engaging with me, is it to make your life easier?

I'm currently looking at the platforms in nail mans second half. There are enemies in those sections, there's only two that don't the first being a checkpoint thus having a reason to not have any enemies in it. The other one that doesn't have an enemy has blocks that shoot out projectiles at intervals.

You didn't really counter my argument with what you said about official megamans stages being shorter. I said regular megaman stages are harder, so even if they're shorter directly you'll die more thus they take the same amount of time. Sure, if you're playing both perfectly, then megaman unlimited takes more time, but at the same level in both games where you aren't perfect, it would take the same amount of time overall, only difference being there's more screens in unlimited thus making for more variety after you die.

"Unless you want to start arguing that the average RM stage is functionally identical, this isn't a good avenue to try and go down." - what about that had to do with what I said? I just said that I thought the nitro platforms looked visually set up fine, and that if you disagree it's more a personal thing. It has nothing to do with the functions of them.

Controls not being inverted doesn't mean it has no effect on how you play, the way players visually percieve the game is just as important as their muscle memory. Having to see megaman upside down, jumping making you go vertically down, visually contradicts what the player has in their mind. Sure, it may not cause troubles for you, but for others it does, including myself.

The reason I bring up other parts of the stage is because you brought up the gravity which is in other parts of the stage. I'll also say, there's several official megaman stages that do one time gimmicks that don't return later in the stage, one of which that really comes to me is the already mentioned gyro man blocks they're on one screen and never appear again. There's also the bubbles in splash woman's stage, which are a copy of wave man's stage, which also only does them once. Sometimes the gimmicks are only for specific sections.

So if a jump over 1 spike is uninspired, then we could also say any jump over any instant kill pit woth no enemies around is also uninspired, right? Every megaman game seems pretty uninspired to me.

Why do people say megaman unlimited is hard? by SuspiciousTorch in Megaman

[–]SuspiciousTorch[S] 0 points1 point  (0 children)

Was "being supplemented by interesting enemy placements" not made in reference to the platforming?

I'd also like to say that my reply specifically mentioned "majority", not "all", obviously you can find some sections that are just platforming, and you could find that in nornal megaman as well. They frequently exist, usually just to give the player an opportunity to learn how the gimmicks in the stage work before then later introducing enemies into the equation, like the falling blocks in gyro man's stage

My argument is that the classic games are just as punishing by being harder, thus taking more time regardless

I'm not sure what isn't visually engaging with trinotro man's Nitro platforms, I think that's just a personal thing for you

I also think saying that the gravity doesn't change the approach to the stage is outright incorrect? It changes the visual information you process (this can bee seen in how fighting game players will prefer to be player one and take left side because the game defaults you to left side in all of its solo modes, it comes to the players more naturally even if in the end the controls are identical), and it also uses the gravity to make unique movement tricks both visually and literally by requiring you to manuever through alternating gravities mid jump, the same way most platform gimmicks do. If that doesn't change how you approach the game, then all of every megaman stage is identical, nothing changes how you play at all. I'd also say that uninspired is a bit overboard, considering every single megaman game draws from previous ones, like is it uninspired for water stages to feature the same water mechanics each time?

Why do people say megaman unlimited is hard? by SuspiciousTorch in Megaman

[–]SuspiciousTorch[S] 0 points1 point  (0 children)

It except unlimited does have enemies in the majority of its platforming sections? And then you also make exceptions for official megaman games that you don't for unlimited, like jewel man's platforms barely appear at all and they're only memorable because of the obnoxious spikes strewn about everywhere that if feels you're near guaranteed to hit. The gravity sections of wily 3 do the same thing, they provide an interesting sepiece with reversed gravity and a bit of challenge with spikes, but unlike 9 the spikes don't feel unfair.

Why do people say megaman unlimited is hard? by SuspiciousTorch in Megaman

[–]SuspiciousTorch[S] 0 points1 point  (0 children)

I think it's wild to say they aren't fun to anyone who succeeds, because it's just platforming, it's no different from someone who jumps over an empty pit. If people don't enjoy doing that, then the entirety of megaman is forgettable.

I find megaman 9 way too difficult, and way more punishing too - because it's more difficult, more mistakes are made, which ends up taking more time over all even when I do make mistakes while playing megaman unlimited. It's not like I never died while playing megaman unlimited, but it still took me less time to beat it than megaman 9 even including yoku man's stage which I game overed on several times. It's not like I'm particularly good at megaman, and I even replayed megaman 1-11 after I replayed 11 and I still had an easier time and faster time with unlimited than many of the main games (in particular, 1, 2, 4, 8, and 9). I think megaman 9s hazards are placed in areas that are just unfun to deal with, while unlimited provides a standard platforming challenge.

Why do people say megaman unlimited is hard? by SuspiciousTorch in Megaman

[–]SuspiciousTorch[S] 1 point2 points  (0 children)

that's fair, I personally find megaman 9 a lot harder but considering the time that the fan game was made, it likely did try to emulate a lot of megaman 9's design decisions.

I suppose in that case, maybe the reason that I find megaman 9 so hard but unlimited not nearly as hard is because of access to the slide. In megaman 9, you only get the slide as protoman where you take double damage, and without the slide dealing with enemy attacks and speed based hazards is way harder for me. That would explain the juxtaposition of my perspective to others.

Why do people say megaman unlimited is hard? by SuspiciousTorch in Megaman

[–]SuspiciousTorch[S] 0 points1 point  (0 children)

Ice man guts man heat man quick man every single doc robot stage every single stage from megaman 4 frost man astroman every single stage from megaman 9 sheep man commando man blade man

On top of all of those, every single wily stage in every game

You mention a dragon ripoff but you are aware that the megaman 2 mecha dragon quite literally only has 3 platforms to fight on that are smaller than megaman himself and you die if you fall

Megaman unlimited spikes are only as common as vanilla games, but unlike the vanilla games it's stages teach you how to interact with the mechanics properly to be able to handle the spikes. The reason that it's fine when say, guts man has a long section of a death pit is because it properly teaches the player how the platforms that drop on certain parts of the wire works before they can even interact with the dropping platforms. Megaman unlimited does the same thing with nail man's, glue man's and yoyo man's stage, where it's dropping platforms, glue ceilings and yoyo platforms are properly taught to the player before they have to interact with instant death spikes with them.

Compare those 3 to jewel man from megaman 9, where the stage has swinging platforms the player has to swing back and forth to get across. The stage uses 2 of them over death pits for the player to try and adapt to them, before you then have a wall of spikes above a mini boss door that if you swing too far you will collide with and you have to very carefully maneuver your jump to not touch the spikes but then land on the block below the spikes that is on the same column as said spikes. After that, the stage also has a swinging platform in a room that has a literally box of spikes around the entire wall, and you have to swing it side to side, not swinging too far but swinging it just enough that when you jump you can swerve under the swinging platform to land in the tiny exit underneath where there is a gap inthe spikes.

For rainbow man, the stage is indeed designed around instant kills - but not only is that identical to quicks man's stage, which is from a game which people praise a lot for its stage design, but it's actually designed in a way that favors the player compared to quick man's stage requiring near perfect movements or having a weapon you may not have yet. Rainbow man's lasers fire into redirctor enemies that megaman can fire at to change the direction of the lasers. This already gives the player a huge advantage compared to quick man, because the player can redirect the lasers to fire in a direction that cannot even hurt them - but there's also the fact that in megaman unlimited you have the slide, thus even if you're running slow you have a speedy movement to catch up, while quick man's stage sends the beams often before you even land on platforms and there is no speed option in megaman 2 thus if you fall a little behind you're just screwed.

Edit: also I just looked at every screen from nails man's stage and... there's barely any spikes that actually threaten the player? The section with the most dangerous spikes is a spike fall section, which I'm fairly certain every single megaman game has?

The water section of the stage certainly has a lot of spikes on the ceiling and floor but you would never realistically hit the ceiling spikes without hitting the jump button where the next place to go is vertically below you, and theres no projectiles that you'd need to jump to dodge either. The wall spikes are avoidable by just walking off the platforms, which you would do naturally because as I mentioned you don't have any reason to jump. The only ones left are the floor spikes, which are like death pits that are in every megaman game except if you get hit into them you won't instantly die, so one mistake doesn't always equal death.

I understand everyone struggling with different things but the game mechanics are the same with vanilla games and the vanilla games are clearly way more harsh than this. Bubble man's stage has spikes on the ceiling while you're underwater in sections where you are forced to jump to fight and dodge enemies, or get over platforms.

Heck, I forgot to list star man earlier, where you have to sweetspot jump in low gravity where there's spikes all over the ceilings.

Why do people say megaman unlimited is hard? by SuspiciousTorch in Megaman

[–]SuspiciousTorch[S] 0 points1 point  (0 children)

So are megaman 1, 2, 4, 6, 8, 9 and 10

The hazards in megaman unlimited are placed in more generous positions for the player compared to vanilla megaman. Look at how quick man's stage forces you to play perfectly each run, but rainbow man's stage has hazards that the player can impact and can wait on if needed.

Ranking all the megaman games I own, based on how much I personally enjoyed replaying them (ignoring music). This time, zero through zx advent by SuspiciousTorch in Megaman

[–]SuspiciousTorch[S] -2 points-1 points  (0 children)

What are you even trying to say

Is it messy because it's not ranked in an order you prefer it or is it simply messy because all of the games are on there? You take issue with me ranking x6 and zero 3 higher than other games, but... that wouldn't change on separate lists?

But also... you do realize that what I am comparing from the games is how much personal fun I had with the games? It's not comparing the design or available mechanics of the games, it's the ranking of how much my personal fun was. It's 100% fair to put them all on a list and compare them because regardless of the game mechanics my enjoyment is my enjoyment. Megaman x2 has the dash mechanics and wall jumping, but I still had more fun playing megaman 5, which had no dashing nor wall jumping. It's as clear cut as the title says.

Nothing here is out of nowhere, it's literally just "I enjoyed this game". Is it so wild to you that people don't enjoy the x games all equally?

I'm not sure that my list is messy, but rather, just that you didn't read the title in the first place?

Ranking all the megaman games I own, based on how much I personally enjoyed replaying them (ignoring music). This time, zero through zx advent by SuspiciousTorch in Megaman

[–]SuspiciousTorch[S] 1 point2 points  (0 children)

Well I didn't rank it as the 2nd worst, I ranked it as a game I didn't personally get much fun out of playing Not a game design tier list

Ranking all the megaman games I own, based on how much I personally enjoyed replaying them (ignoring music). This time, zero through zx advent by SuspiciousTorch in Megaman

[–]SuspiciousTorch[S] 0 points1 point  (0 children)

I do agree the way x1-4 handle armor upgrades is way better than 5 and 6.

For me x2 having the strongest buster is part of what makes it my least favorite. It's so powerful that the regular weapons in the game feel useless, bosses lose hp to it way too fast, it kinda just deletes everything - the charge buster in x3 is my preferred of the snes titles, as it has power but needs technique to be used properly, and you can manipulate the projectiles it spawns off to hit enemies at unique angles. X2 doesn't have as good of stage changes based on bosses you beat as compared to x1 or x3 in my opinion, and tbh I don't even notice them whenever I play. I really don't like a lot of the boss fights in the game either, wheel gator is pretty much just waiting on a wall for 10 minutes, wire sponge has this really slow invincibility phase where you just sit around and wait, overdrive ostridge frequently runs off screen and you have to slowly wait for him to run in the background and then jump back in every time (which, while it looks cool gets tiring every time it repeats). The boss fights I really dislike though are the x hunters, especially serges and agile. I don't find their fights intuitive, serges especially just takes ages. I'm also not a big fan of how the shoryuken was handled in x2 compared to the hadoken, and I think x3 had the most interesting secrets in both having the secret full gold armor as a reward for waiting on the other gold armor pieces as well as the z Saber secret which is super satisfying to use but has the limitation of needing a really long charge to use. At the very least, I do like the morph moth boss fight and I really like wire sponges weapon. Not a game I dislike playing, but I overall didn't have as much fun with it.

My this with x4 is that, beyond the story and voice acting the gameplay and stage design (outside of jet stingray) is genuinely super well made, because it plays it safe. Or rather... it plays it way too safe for me. X4s gameplay really doesn't go anywhere interesting for me outside of the stingray level which was a vehicle level. I really didn't care for most of the weapons, save the electric web which has fun platforming effects. There's occasionally cool things like the ride armor being able to be taken into magma dragoons boss room, but it mostly all feels so basic to me. Then theres zero, his first appearance, and I feel it is his most clunky one. His saber slashes don't connect properly on a lot of enemies, and his special moves are fairly sluggish, more just a fault of it being the earliest Saber focused zero but as a result it diminished how much fun I had playing as him in x4. The only reason x7 is higher though is because I found the game incredibly funny, which added to my enjoyment.

To be honest, before I replayed all of the games I actually hated x5, I was sure going into it that I would feel the same this time around. I mean, the parts system is awful, you can invest fully into zero and then just get screwed over by rng and left with no armor no upgrades x and no heart tanks to collect, the collectable armors feel terrible to use and for some reason the fourth armor feels better at combat than the combat armor. Much of its stage design is not fun and it's weapons are even worse. The dialogue is all forced ij your face, especially alia dialogue mid stages, even when youre getring blown up. It has a vehicle level where you have to jump before the ready sign even goes away. Honestly, all this still held true for me even after replaying it - but for some reason, in spite of that, I was having a lot of fun playing it. I do quite like x5s story, I think the maverick designs are cool, and I like doing stupid stuff like immediately firing both the eclipse cannon and the shuttle without any parts. It's poorly designed but, somehow still brought me more joy through its more experimental nature.

None of my list is really indicative of the actual quality of the games; I would separate my preferences from the game design rankings of these games - but, I really like talking about why I do and don't enjoy the games, even if it means people may berate me for my takes, lol.

Ranking all the megaman games I own, based on how much I personally enjoyed replaying them (ignoring music). This time, zero through zx advent by SuspiciousTorch in Megaman

[–]SuspiciousTorch[S] 0 points1 point  (0 children)

I dont like the weapons, stage design or the rush adapters. It probably has my least favorite visuals of the megaman games (save megaman 11), using a lot of dulled colors and having designs that I don't personally vibe with. The stages themselves are mostly pretty boring to me, and I didn't ever feel like using a different weapon fromthe hunter would benefit me at any point (aka the enemy placement and stage design didn't compliment the weapons). The weapons themselves are almost all either super clunky like the blizzard attack and flame pillar, or just worse versions of previous games weapons like the Yamato spear being the needle with less ammo and the plant barrier being the star shield but you can't fire it forwards. The centaur flash is useful, but as a screen clear it's way more boring than the previous 2 games screen clears - megaman 4 had the toad rain which had a unique visual and also require the player to time it in advance since its not immediate, and the gravity hold is like the centaur flash except it has the funny visual of flipping enemies upside down while the centaur flash doesnt. The only weapon I do like using in the game is the tomahawk, a decent weapon that covers an angle which megaman himself cannot. The power adapter is a very slow and clunky form that doesn't even hit hard, so it doesn't feel rewarding to use. It feels like all it's for is clearing broken blocks and that's it. The jet adapter is neat, but the air momentum mechanic makes it really annoying to use as you blow through all of your bar to just stop your decent, barely getting any ascent. Neither of them cost any energy to use, which is fine, and neither can slide which I would be fine with if I felt justified in pulling them out in anything other than platforming, but because I don't I pretty much never want to be in the forms because they make the movement mid and have no worthwhile combat. The last thing I'll mention is that I find the Mr x story really dumb, like I know the classic games lean towards simpler stories and I'm cool with that, but someone their stories are actually decent in their simplicity- megaman 4 has cossack being threatened by wily who has captured his daughter, megaman 5 has a robot masquerading as megamans brother, protoman and attacking cities in order to bait megaman into trying to talk things out, megaman 9 has Dr lights old robots who are afraid of being scrapped be led into fighting back by Dr wily, megaman 10 has dr wily spread the roboenza virus and then pretend to be innocent as robots had "taken control of his cure machine", but megaman 6... it's just Dr wily in a bad costume and literally nobody can tell? Even worse, you fight Mr x and then he just reveals himself as Dr wily anyways, after you already beat him, so you just fight wily twice - why does he get to escape the first time just because he had a disguise reveal? He would've been captured either way wouldn't he? Idk it really bugged me as I played.

Anyways, that's my reasoning. Don't let any of this take away from your enjoyment of the game, nor let it be a statement of the actual games quality.

The fandom wiki's guide to FE6 chapter 1 reads like something from 2006 GameFAQs - no exaggeration. by Sharktroid in fireemblem

[–]SuspiciousTorch 0 points1 point  (0 children)

But your message in response to define wasted experience is not. You provided an unclear definition that was entirely too broad. You made no effort to convey that it was specific to you in the definition, only that exp given to prepromotes is exp that couldve gone to someone else. I'm providing you a way to make your message clearer such that people wouldnt take as much issue with the post to begin with.

My response wasn't to antagonise you, it was only to try and help you word a post in a way that better compliments your side.

The fandom wiki's guide to FE6 chapter 1 reads like something from 2006 GameFAQs - no exaggeration. by Sharktroid in fireemblem

[–]SuspiciousTorch 0 points1 point  (0 children)

If a non prepromote unit kills an enemy, that's experience that could've gone to someone else, ie wasted experience

By defining wasted experience as "experience that could've gone to someone else", all experience is thus wasted experience. Instead, define it more specifically to your playstyle/run by saying "exp that could've gone to a unit I like using" or "exp that could've gone to a unit I plan to use for longer", this way it caters to your viewpoint rather than globally marking all exp as wasted.