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Author Topic: What I hate about Wily Stage 1 in the first Mega Man Game  (Read 16283 times)

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January 17, 2014, 11:27:26 PM
Reply #15

Offline Ivory

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Re: What I hate about Wily Stage 1 in the first Mega Man Gam
« Reply #15 on: January 17, 2014, 11:27:26 PM »
If you were far from bad at this game, you wouldn't be complaining about Wily 1.

January 19, 2014, 12:41:34 AM
Reply #16

Offline NemZ

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Re: What I hate about Wily Stage 1 in the first Mega Man Gam
« Reply #16 on: January 19, 2014, 12:41:34 AM »
There are legitimate issues with that stage.  That it's reasonably possible with skill and experience to circumvent them is what keeps the game troubled rather than simply broken, but the problems are still there.

If you actually watch that vid (or just skip to the relevent sections) you'll see 3/4 players die there at least once (the one who didn't being the eventual winner), some of them while trying to magnet beam across either entirely or in steps.  All 4 of them used the beam at once to cross that room successfully, and yes there IS an element of luck because the damn things do move randomly.

January 19, 2014, 01:36:53 AM
Reply #17

Offline Ivory

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Re: What I hate about Wily Stage 1 in the first Mega Man Gam
« Reply #17 on: January 19, 2014, 01:36:53 AM »
Mega Man games always tend to be more difficult to those who don't understand them. Once you learn how to play Mega Man, it becomes a different beast. In any case, the difficulty of Wily 1 is way harder than the rest of the game. However, if you are going to use an example based on a small margin of players, then my own experience was: I never had an issue with this on any run ever. They are random, yes, but they aren't that difficult to get around

And, in fact just beat Wily 1 before making this post so I can say: Yes this level has some bad stage design, but you guys are really overrating how bad it is. I even did that section twice. Once legitimately, then another with Magnet Beam. No issues either way.

The only real major design flaw I see in Wily 1 is the "lol, magnet beam is now relevant" problem.

January 19, 2014, 01:53:47 AM
Reply #18

Offline Number86

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Re: What I hate about Wily Stage 1 in the first Mega Man Gam
« Reply #18 on: January 19, 2014, 01:53:47 AM »
Quote from: "NemZ"
and yes there IS an element of luck because the damn things do move randomly.
But they're so slow with moving that it really doesn't affect any Magnet Beam running outside of possibly having to create a few extra platforms. Seriously. I understand that without the MB it can be a bastard to get past with all the random non-pattern bullshit, but when you can just make your own path it's more a case of being unlucky if the Foot Holders themselves manage to screw you over.

January 19, 2014, 08:31:34 PM
Reply #19

Offline Megaman94

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Re: What I hate about Wily Stage 1 in the first Mega Man Gam
« Reply #19 on: January 19, 2014, 08:31:34 PM »
Quote from: "NemZ"
yes there IS an element of luck because the damn things do move randomly.

Thank you for helping me prove my point. Those damn things are the only reason I hate Ice Man's stage. 'Ragny' (Bottom right screen) had a problem with the Foot Holders in that stage
Ice Physics + Foot Holders = Death


And the fact they put spikes on the ceiling and the floor, makes it even harder. With each Magnet Beam, their height increases, meaning you could hit your head on the spikes on the ceiling unless you land right on a Foot Holder. If you miss, you hit the spikes on the floor.
Both 'Psychedelic Eyeball' and 'A Raving Loon' had problems here.

January 19, 2014, 10:56:03 PM
Reply #20

Offline Threxx

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Re: What I hate about Wily Stage 1 in the first Mega Man Gam
« Reply #20 on: January 19, 2014, 10:56:03 PM »
There are also a couple spots in that stage where enemy placement can make it impossible to not get hit if you don't know what's coming.

January 20, 2014, 12:49:12 AM
Reply #21

Offline Number86

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Re: What I hate about Wily Stage 1 in the first Mega Man Gam
« Reply #21 on: January 20, 2014, 12:49:12 AM »
Quote from: "Threxx"
There are also a couple spots in that stage where enemy placement can make it impossible to not get hit if you don't know what's coming.
Just like every stage in every Mega Man game ever?

January 20, 2014, 01:42:38 AM
Reply #22

Offline Threxx

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Re: What I hate about Wily Stage 1 in the first Mega Man Gam
« Reply #22 on: January 20, 2014, 01:42:38 AM »
Quote from: "Number86"
Quote from: "Threxx"
There are also a couple spots in that stage where enemy placement can make it impossible to not get hit if you don't know what's coming.
Just like every stage in every Mega Man game ever?

No, good MM games allow the player to react to everything. The first one doesn't always do this. Namely, the fleas after the fire pillars, when you ascend the ladder. They can do a far jump, and essentially make it impossible to dodge them.

January 20, 2014, 01:57:32 AM
Reply #23

Offline NemZ

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Re: What I hate about Wily Stage 1 in the first Mega Man Gam
« Reply #23 on: January 20, 2014, 01:57:32 AM »
I'd also have to say the yellow devil is a fairly crappy boss that depending on your familiarity with the game is either incredibly frustrating or painfully tedious but almost never fun.  In theory it's a neat idea and it does look pretty cool the first time you see it, but in practice it's just not so great primarilly because it takes so damn long for each cycle and it doesn't take much damage.  There's a very good reason people pause glitch their way past him.

The stage is playable and generally has some fun problem-solving that was largely absent in the earlier stages.  Would have been nice if it did something that required using fire, elec and bomb in a non-combat utility role too, but oh well.  Can we agree that the stage needed more playtesting and leave it at that?

January 20, 2014, 04:22:55 AM
Reply #24

Offline Megaman94

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Re: What I hate about Wily Stage 1 in the first Mega Man Gam
« Reply #24 on: January 20, 2014, 04:22:55 AM »
Quote from: "NemZ"
 Would have been nice if it did something that required using fire, elec and bomb in a non-combat utility role too, but oh well.  Can we agree that the stage needed more playtesting and leave it at that?

Like breakable walls that can only be destroyed by one weapon? (like MM4 and breakable walls that could only be destroyed by Drill Bomb) Oh wait, Mega Man Powered Up has those -_-

January 20, 2014, 04:23:36 AM
Reply #25

Offline Ivory

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Re: What I hate about Wily Stage 1 in the first Mega Man Gam
« Reply #25 on: January 20, 2014, 04:23:36 AM »
Gut Blocks can be destroyed by elecbeam too you know. Not sure if you were talking about them, but that was the only "breakable wall" in that stage.

January 20, 2014, 04:26:44 AM
Reply #26

Offline Megaman94

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Re: What I hate about Wily Stage 1 in the first Mega Man Gam
« Reply #26 on: January 20, 2014, 04:26:44 AM »
Quote from: "Ivory"
Gut Blocks can be destroyed by elecbeam too you know. Not sure if you were talking about them, but that was the only "breakable wall" in that stage.

I know, but we are talking about more uses for Fire Storm and Hyper Bomb. Oh, I know! They could have used Fire Storm to light up dark rooms and Use Thunder Beam to power up platforms that move (like in Junk Man's stage).

January 20, 2014, 04:34:43 AM
Reply #27

Offline Ivory

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Re: What I hate about Wily Stage 1 in the first Mega Man Gam
« Reply #27 on: January 20, 2014, 04:34:43 AM »
Adding gimmicks like that to every weapon is hardly a good idea.

January 20, 2014, 11:52:13 PM
Reply #28

Offline Threxx

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Re: What I hate about Wily Stage 1 in the first Mega Man Gam
« Reply #28 on: January 20, 2014, 11:52:13 PM »
Quote from: "Ivory"
Adding gimmicks like that to every weapon is hardly a good idea.

It encourages more forced utility usage... which MM2 Wily 1 (which I believe is an even worse designed stage) had too much of.

January 21, 2014, 12:15:32 AM
Reply #29

Offline Megaman94

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Re: What I hate about Wily Stage 1 in the first Mega Man Gam
« Reply #29 on: January 21, 2014, 12:15:32 AM »
Quote from: "Threxx"
Quote from: "Ivory"
Adding gimmicks like that to every weapon is hardly a good idea.

It encourages more forced utility usage... which MM2 Wily 1 (which I believe is an even worse designed stage) had too much of.

Not to mention Flash Man, Heat Man, and Wily 2 had the blocks that could only be destroyed by Crash Bomb. Wily 4 had the Boobeam Trap which was only able to be damaged by Crash Bomb and you had just enough usage of it.