AngryLittleAlchemist said:
Runa216 said:
Yeah, that is the level, but a lot of Mega Man's game design is constructed around trial and error and pattern recognition. The Whole point is to observe, to act, and to learn from your mistakes. you learn the pattern and speed in which the block pattern repeats, then you die once when the pattern swaps. you lose one life and you're now educated on what not to do next. That's how a lot of game design worked back then. And it's not like the levels were long or anything. Seriously, Mega Man levels from beginning to end were regularly like 2-5 minutes, so it's not like you're ever too far away from trying again. Sure, SOME of their levels and design choices were cheap and bullshit to make you die (really bad in MEga Man 1 and 3), but this is not one of those examples. I'd take this over like 90% of Mega Man 1 and Mega Man 3's level design any day. |
@bold yea, but I already agreed that's not the problem with it, right? The problem with it is that once you learn how to do it, it's just boring. Replaying that stage makes you realize 50% of it is a filler challenge that isn't even fun. Waiting for blocks to appear for 2 minutes straight isn't fun, it's bland. Also, Mega Man 1 has better level design than 2. Which I know is a controversial opinion, and there's definitely parts of 1 that are as bad as the worst of 2 (the annoying ass big robots that are basically invincible and put into the worst spots imaginable, a few of the checkpoints in the game starting you in the middle of enemy routes). But 1 is overall much more consistent. Actually there is one stage that 1 doesn't have anything near as bad which is that stage in Mega man 2 where you have to do near pixel-perfect dodges in order to dodge quick man's lasers without the time stopper powerup. Remember when the internet unanimously agreed the best thing about classic Mega Man was the ability to do things in different orders and still play the stages perfectly fine, with certain powerups just making the stage slightly easier or the final boss much easier? Remember when Mega Man 2 was like "fuck that lmao heres some lasers bitch". |
what are you even on about? I just went back and played megaman 1-6 through the legacy collection and 2 was the only one where I didn't have to stop to use the rewind feature every 10 seconds. 1 and 3 were terrible for it (Well, 3's post-game but pre-wily stages were bad, the rest was alright). Like, every single level in Mega Man 1 I had some feeling of 'well that's just not fair' at least a dozen times. Too many levels outright had requirements you couldn't possibly know.
And what about the lasers? They're hard, for sure, but I can get through those segments without dying pretty much every time and always have. Like HEat Man's stage, you die from your mistake once and learn from it. Next time you really shouldn't have too much difficulty knowing where to go and what to do. In mega man 1, there's an enemy that is in every stage that, if he hits you, he takes like 40% of your health. the only way to avoid damage is to kill him fast enough (nearly impossible even with the legacy collection's quick shot feature) or to slide under his jump. but only his high jump. And only if you time it perfectly and/or know it's coming. and it's completely random. (I literally sat there for half an hour just rewinding the game and watching his patterns over and over and over again to see if I could determine a pattern and it was literally never consistent.)
Mega Man 2: Challenging instant-kill problems that are consistent and readable, requiring you to learn and adapt.
Mega Man 1: random shit you have little to no control over that will harshly punish you sometimes no matter how good you are.
Don't even TRY to tell me these are the same. That one enemy in particular, the one right at the end of Cutman's stage (it's like a jackhammer robot) that has two jumps - one high and one low - is virtually impossible to avoid taking damage unless you get lucky and it HAPPENs to chose to do its high jump right when you're next to it. And it keeps jumping towards you. and you can't know what jump it's doing until it's doing it. Maybe there's some subtle hint that I couldn't find, but I was scanning its every pixel over and over again literally hundreds of times in a row with no discernable pattern or readable tells.
"Replaying that stage makes you realize 50% of it is a filler challenge that isn't even fun." What even is this? You're selectively applying logic to a thing you don't like that could literally be broadly applied to like 99% of all gameplay actions and design choices in any game. I could apply this very same logic of everything being filler or repetitive to pretty much any screen on any mega man game (or any screen of any game ever, really). I get that you don't like this particular style of challenge but come on. Your logic really doesn't hold up, like at all. Your examples do not tell the tale you wish to tell.
My Console Library:
PS5, Switch, XSX
PS4, PS3, PS2, PS1, WiiU, Wii, GCN, N64 SNES, XBO, 360
3DS, DS, GBA, Vita, PSP, Android