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Messages - copycat

Pages: [1] 2 3 ... 6
1
Help & Editing / Re: Connecting to server problem
« on: December 18, 2010, 05:28:33 AM »
Quote from: "DoomThroughDoom"
Get a better modem.
Jao's problem in the original post is not related to an Internet connection at all.  In my opinion, it isn't even hardware related.

I did find a second topic on the Skulltag forums, but it looks like that person's issue was never resolved.  The number after "unknown challenge" is different, but the server also had an "incorrect version" message.  Have you seen that message at all?

2
Quote from: "tsukiyomaru0"
A freaking huge robot... With spiky knuckles... For peace?! What did Dr Light have in his mind?!
He didn't really get any brighter in this regard, as MS Paint Masterpieces underscores.  :P

Also, I think MM3's plot is the origin of the "mining" euphamism in that webcomic.  At least until the Destroyers arc.

Edit: I'm playing Mega Man X again for the first time in a long time.  I knew that Flame Mammoth's stage would change if you beat Chill Penguin first, and forgot for a bit about beating Launch Octopus puts more water in Sting Chameleon's stage, but I always went to Spark Mandrill's stage after defeating Storm Eagle.  I didn't know there was a different version of that stage until this playthrough in a different order.  Notable differences: clear tubes have balls of electricity running through them (hazard), lights do not go completely out, miniboss has an electrical attack (always wondered what it was doing when making that noise).

Also, it's well known that the hadouken upgrade capsule can be found (at least on the SNES version) after collecting that energy on the ledge above Armored Armadillo's boss door 4 times, but I just realized that if you make those visits before you have met all the other requirements (must have defeated all 8 Mavericks, have all 4 upgrades from Dr. Light capsules, all heart tanks and sub-tanks) they still count towards the total.  I forgot the Boomer Kuwanger stage heart tank and when I returned to that ledge, the capsule was there.

Oh, and X has a built-in Energy Balancer which can even refill a different Maverick weapon than the one you are currently using if the one in use has full weapon energy.  Maybe I simply forgot about that, or I'm just more aware of that feature after playing Mega Man 9 and 10.  Similarly, I only just now tried pressing the L and R buttons simultaneously and found it switched X's back to the X buster.

3
Mega Man Discussion / Re: Your Megaman Games!
« on: December 17, 2010, 02:34:36 AM »
NES cartridges
Mega Man
Mega Man 2
Mega Man 3
Mega Man 4
Mega Man 5
Mega Man 6

Game Boy cartridges
Mega Man III

SNES cartridges
Mega Man X

PlayStation discs
Mega Man 8

GameCube discs
Mega Man Anniversary Collection

WiiWare downloads
Mega Man 9
Mega Man 10

Tiger Electronics Handhelds
Mega Man 2
Check out what we did before the Game Boy, kids!  And get off my lawn!

4
Quote from: "Relias"
But yet, just now, for the first time, I discovered that you can actually move the Hard Knuckle up and down while it's in flight if you hold one of those directions.  Holy crap.
I still have yet to use it, but I have seen at least one video on YouTube where that became useful: if you don't use Shadow Blade against Gamm.a
Quote from: "Relias"
I also just noticed that if you use the Mega Buster with Rush Jet or Coil out you can only have two shots onscreen at a time as opposed to three, i.e. Proto Man in MM9 and 10.  I don't think I ever knew that...
Hmm... I don't think I ever noticed a decrease in arm cannon shot sprites.  Also, have you tested this with Rush Marine?  I would think if this was to keep Rush from changing the number of available sprites for enemies that Rush Marine would count, too.

5
Mega Man Discussion / Re: Megaman remix by my cousin, need to know..
« on: December 17, 2010, 01:56:21 AM »
Thank you for sharing this piano arrangement of the Dark Man music.  I don't know what their submission guidelines are, but has your cousin considered trying to submit this to OverClocked Remix?  It has been some time since I've heard piano only arrangements on there, but they have accepted some.  For example, David Hsu's "A Clockwork Vampire" medley of Clockwork and Vampire Killer from Castlevania III.  Actually, they only have one Mega Man 5 submission, currently.

6
General Gaming Discussion / Re: Hardest game you ever beat?
« on: December 17, 2010, 01:35:58 AM »
Quote from: "Camo Yoshi"
Goldeneye 007 for the N64 made me rage so much... damn Natalya... you don't run in front of someone who's shooting a gun!
The bunker part of the Severnaya mission, right?  Escort missions and levels made of corridors don't mix well.  But, escort missions in the Rogue Squadron series seemed more difficult to me, particularly if you're trying to earn a gold medal in them.

Quote from: "Korby"
The boss before Wily, King's mech, is weak to Wave Burner.

Good luck with that!
Fortunately, it isn't the only weapon which causes damage, like in 2, 3 and 4.  Hitting Jet King Robo with it seems possible, though Bass would have to dash-double jump to get the necessary height.  It looks like the arm has a smaller collision box than the sprite in this video.  Maybe Bass could even avoid a collision on the way down?

7
General Gaming Discussion / Re: Hardest game you ever beat?
« on: December 16, 2010, 07:11:24 AM »
Does anyone know of a list of the codes which were packaged in with Game Genies, or were published by Galoob as part of a subscription?  I know that I beat Zelda II: The Adventures of Link on the NES, but I'm fairly certain I used a Game Genie to do so.  The fact that it still took me three days makes me wonder which code I used, but so far I'm only finding lists of codes people made themselves. Nevermind, it was probably the 9 lives or infinite lives code.

Quote from: "Alucard"
The only time this didn't take effect was in the first Megaman game, where it was either Fire Storm, Elecbeam, or Trolling Cutter
Even if you're only counting the NES games, the split among ranges for the weaknesses is in favor of long, not short.  Mega Man must be in close range to deliver the final blow(s) in Mega Man 2 and Mega Man 3, but those are the only weapons which work.  Longer range weapons are used in Mega Man, Mega Man 4 (the last game where you could't use the arm cannon/mega buster at all), Mega Man 5 and Mega Man 6.

If you're including Mega Man 7, Mega Man 8 and Mega Man & Bass (Magic Card, I think?), longer range is still favored.  The additions of Mega Man 9 and Mega Man 10 don't change the balance significantly.

8
Mega Man Discussion / Re: Rockman 8 FC 2.86b is out!
« on: December 13, 2010, 08:42:09 PM »
Quote from: "tsukiyomaru0"
As much as I like demakes, this one has failed in many aspects.
Quote from: "BradeDude"
it failed at a looooooooot of points...
Isn't this a work in progress?  How can it have failed if it isn't finished, yet?

9
Mega Man Discussion / Re: Favorite robot master from each game.
« on: December 13, 2010, 08:04:09 PM »
Mega Man: Elec Man
A challenging stage, to be sure.  Worth it to complete, not only for Thunder Beam and the pause trick shenanigans to be had with that, but also the Magnet Beam.  The music grows on you, as well.

Mega Man 2: Bubble Man
I loved that stage.  The platforms are fun to try to hop across without them falling.  The frogs and the crabs can be tricked.  It's not too hard to get the jumps correctly, even with the clear-domed robots coming down around you.  Bubble Man has an unexpected weapon which becomes not only one of the most useful during a certain Wily stage, but critical to complete the game with.

Mega Man 3: A tough choice, to be sure.  I always started with Magnet Man, but always looked forward to Snake Man's stage, even though I never had Needle Cannon by that point.  Magnet Missiles were generally more useful than Search Snakes, except for the final boss.  Yes, I would use Search Snake instead of Top Spin, originally.  I think I will have to pick Magnet Man, since that stage contained Proto Man as well as magnet mechanics.

Mega Man 4: Pharaoh Man.  The stage had bubble bats and mummies.  The platforms on the spikes were fun, unlike the flying kind from the first Mega Man.  Pharaoh Shot was fun to use and the stage also contained the balloon adapter.

Mega Man 5: Wave Man easily stands out from the bunch.  The only other one I would consider would be Charge Man.  With Wave Man, we got a bubble platform segment which was interesting enough to be reused in Mega Man 9 and the jet ski segment, yet the also worked in a tube travel system and a steam obstacle by not placing the stage underwater.  Wave Man was also memorable for being able to block plasma bullets with water and then skewer you with a harpoon.  No one else had a harpoon.

Mega Man 6: Centaur Man, for having the game's water stage in the most unexpected way: water coming down from the ceiling you had to jump into to cross gaps before it receded.  Centaur Man also provided a screen clearing weapon, which was a bit of a let down from the Robot Master's own ability to teleport, but I still wanted it.

I haven't played Mega Man 7, 8 or Mega Man & Bass very much (I don't even own a copy of Mega Man & Bass, just tried a ROM once and not for long) as these are my least favorite from the series.  So I'm just going to pick one Robot master from all three.  Shade Man.  Ghosts 'n Goblins easter egg, robot zombies (pre-Roboenza), robot werewolves, and Count Wily.

Mega Man 9: Splash Woman.  Her stage is a bit derivative of other water stages, but it still had its own spin even at this late age.  Adding enemies swimming at you during the Wave Man bubble segment, a puzzle with platforms which would disappear when they ran out of water, and an enemy with the ability to cover Mega Man in ink for the rest of the stage.  Laser Trident is rad.

Mega Man 10: Given my bias towards water stages, you might think I would pick Pump Man.  You might be wrong.  I actually prefer Nitro Man.  The traffic theme to the stage is interesting.  The countdown timer bombs don't quite fit with that, until you realize that they force you into gameplay that's best described as stop-and-go.  Nitro Man is able to turn into a motorcycle that climbs walls.  With the Wheel Cutter, you can climb walls too, or use it like a version of Bubble Lead which also blocks Commando Man's projectiles.

The only Mega Man game for the Game Boy which I own is Mega Man III, but I never finished the first four bosses.  I didn't even know what a Mega Man Killer was until MS Paint Masterpieces.
(click to show/hide)

10
General Gaming Discussion / Re: Top 3 Legend of Zelda Games
« on: December 13, 2010, 06:49:40 PM »
Quote from: "TrueTenguMan"
But I agree that both were a choir nevertheless.
That's the first Freudian slip I've ever seen based upon a conductor's baton.  But, yes, I agree that it was a nice change of pace.  Also, at least when Link has to sneak through an enemy base undetected there aren't any trick floors, poison gas or claymore mines.


?
Whose footprints are these?

11
Mega Man Discussion / Re: Rockman 8 FC 2.86b is out!
« on: December 13, 2010, 06:30:50 PM »
Quote from: "Myroc"
I hate Grenade Man's stage.
I don't like the foreground objects.  What am I standing on?

(click to show/hide)

The miniboss seems to be just as pointlessly durable as the original version's was, so I can't comment on any of the stage past it, yet.

12
Mega Man Discussion / Re: Ideas about a Mega Man "Fusion" game
« on: December 13, 2010, 06:08:41 PM »
Quote from: "Cake Man"
Fusion 3: Heat Man and Needle Man
Weapon: "Atomic Cannon". Works just like Atomic Fire, but fires three shots instead of one. The two extra shots would appear diagonally above Mega Man's helmet, and below the foot that's facing the same direction he is. All three shots fire in the same direction. This weapon is a buff to Atomic Fire by allowing you to shoot three fully-charged shots at a time.
Isn't that Magma Shooter?  Come to think of it, Magma Man even looks like a cross between those two.


13
Help & Editing / Re: Connecting to server problem
« on: December 13, 2010, 01:56:56 AM »
Have you tried reinstalling MM8BDM v1c?  On either computer?

14
Help & Editing / Re: Connecting to server problem
« on: December 13, 2010, 01:06:28 AM »
Quote from: "Jao"
Is this what you want?
Yep.  Hmm... I don't see any problems with max players or spectators, and you're using the default port so that shouldn't be the problem...  As I wrote earlier, I think someone else who actually knows Skulltag will have a better chance of understanding this problem.  Wish I could find something about that "unknown challenge (2)" message for you, but I haven't found any documentation on error messages, yet.  :(

Quote from: "Jao"
What I really want to know is what does that "Requesing Snapshot" mean, it will just say that on the blue screen!
I can explain this a little bit.  That blue screen is the console, but it isn't usually displayed when the game is running.  By default, the key to open the console is the tilde key (~) and the escape key will close it.  You can read messages from the game in that as well as type commands such as connect, disconnect, bind, changemus , callvote changemap mm1cut and so on to control the game.  

If you open the console after joining your own server, you'll notice that "requesting snapshot" is always the first thing that appears in there during the process of joining a server.  I don't know exactly what the "snapshot" is, but I'm guessing it would be things such as the current values for the  health and ammunition of other players.  The message itself is normal.  Computer 2 is seeing the message multiple times because the connection process is failing at that step, so it makes the request over and over.  If the connection were successful, it would move onto "receiving snapshot," then the version of Skulltag being used and finally "*username* has connected."

15
Forum Games Archive / Re: Defeat something with something else!
« on: December 12, 2010, 08:45:04 PM »
A zombie apocalypse, eh?  From Decline of Video Gaming 2 I take...

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