Advanced Search

Author Topic: What I hate about Wily Stage 1 in the first Mega Man Game  (Read 16284 times)

0 Members and 1 Guest are viewing this topic.

May 30, 2014, 04:20:32 AM
Reply #45

Offline Megaman94

  • Standard Member
  • Date Registered: April 08, 2013, 08:49:51 PM

    • View Profile
    • http://sonicfansunited.forumotion.com/
Re: What I hate about Wily Stage 1 in the first Mega Man Gam
« Reply #45 on: May 30, 2014, 04:20:32 AM »
Quote from: "NemZ"
I played a hack a while back where those rematches all took place on ice floors.  :twisted:

Damn, that must of been hard to do D:

May 31, 2014, 01:49:37 AM
Reply #46

Offline NemZ

  • MM8BDM Extender
  • ****
  • Date Registered: October 13, 2010, 03:00:53 PM

    • View Profile
Re: What I hate about Wily Stage 1 in the first Mega Man Gam
« Reply #46 on: May 31, 2014, 01:49:37 AM »
It took some save state abuse to get through it, yeah.  Especially Fire Man, as his attack was a cranked up to a 3-hit kill in this mod so you couldn't just damage race him.

May 31, 2014, 02:01:37 AM
Reply #47

Offline Megaman94

  • Standard Member
  • Date Registered: April 08, 2013, 08:49:51 PM

    • View Profile
    • http://sonicfansunited.forumotion.com/
Re: What I hate about Wily Stage 1 in the first Mega Man Gam
« Reply #47 on: May 31, 2014, 02:01:37 AM »
Quote from: "NemZ"
It took some save state abuse to get through it, yeah.  Especially Fire Man, as his attack was a cranked up to a 3-hit kill in this mod so you couldn't just damage race him.

And getting back to the original game, you fight Ice Man which can kill you in 3 hits and you get no health after you fight him.

November 04, 2014, 02:07:13 AM
Reply #48

Offline Heihachi_73

  • Standard Member
  • Date Registered: November 03, 2014, 10:59:09 PM

    • View Profile
Re: What I hate about Wily Stage 1 in the first Mega Man Gam
« Reply #48 on: November 04, 2014, 02:07:13 AM »
A mountain of a first post... and a half-year bump too.

Mega Man 1 isn't that bad of a game; but as with every other MM game in the NES series, there were places it could have been improved.

Some glitches fall under the grandfather clause though (it is the first game in the series after all), for instance water physics not making Mega Man jump 20 feet in the air, and the odd movement he sometimes does after stopping, and the ladder glitch (not to mention the Select pause glitch). Others like Mega Man dying on spikes while invincible (thank you, stupid hamburger-looking thing), and falling through Foot Holders while invincible were bugs that could have easily been fixed, likewise Mega Man falling very fast after walking on a Magnet Beam, and jumping off the top of the screen, clipping through the bottom and climbing down the ladder to the next screen.

Another annoyance in Mega Man 1 is the fact that sometimes you will get frozen in position after defeating a boss, and eat their last projectile as a result, which can sometimes lead to death and another fight against said boss (most notably, Ice Man). Mega Man 2 made it so you are invulnerable to when that happens, while other games simply remove the projectiles altogether when the boss is defeated.

A third annoyance is the fact that walls are square and "hard"; Mega Man can't clip through even one pixel, making platform jumps with a Mega Man-height ceiling very difficult - the fire bar area in Wily 1, and that large energy pickup in Elec Man's stage being the two most noticeable places in the first game. The block puzzle in Heat Man's stage in MM2 is another infamous example, where a block will appear right above another block over a bottomless pit; if you didn't time that jump perfectly so you are on top of the topmost block when it appears, you will be stuck between both blocks and 99% of the time Mega Man will hit his head on it and plummet to his death when the lower block vanishes (or slides back into the wall, as I imagine they would do if it was in a 3D world). The other way to die there is if the topmost block decides to spawn at the exact same time you're in its place; you will be shunted out of the way to your death if this happens.

Not all bugs are bad though, at least you can stock up on lives on the last stage before the boss rush if you are prepared to ride back and forth on Guts Man lifts (and maybe a little help from the Magnet Beam), since items respawn when scrolled off-screen (however, items have to be scrolled one full screen away to respawn, unlike enemies). The Yashichi also respawns so you won't run out of the Magnet Beam there either. It's a shame that the other extra lives in the game are all in vertical falling parts of the stages (Ice Man, Guts Man, Wily 1) which can't be climbed back up, with the exception of the extra life on Bomb Man's stage, which is nigh-impossible to jump back up the top in order to scroll the area off-screen.

Also, whoever remade the series in the Wily Wars (aka Rockman Megaworld) either messed up badly on the damage, or deliberately set nearly every boss to take 1 damage from the buster for added difficulty. Notably, Cut Man, Quick Man and Flash Man, and probably others I can't remember; anyone up to test the other 2-damage bosses? Cut Man and Elec Man also don't flinch when shot either, which can typically result in you eating a cutter or (worse) a Thunder Beam before you can react. Wily Wars also seems to lag a bit when rapid-firing the buster, in that it won't let you rapid-fire the buster at all until the first one has left the arm cannon (it's about as fast as the Quick Boomerang auto-fire rate in MM2), and the Magnet Beam is all but useless in Wily 1; Mega Man can't stand on the very edge of it in that narrow section after the Foot Holders, unlike on the NES, so it's almost a gamble whether he can even climb the first part with enough Magnet Beam left! Not to mention the weapon energy doesn't respawn underneath on this version for that very reason. At least you don't fall through the Foot Holders if they shoot you though, nor do you die when you hit the spikes after being shot (whip out the "M" and you're back in business), provided you are still invincible.

Also, every Mega Man game has at least one luck-based boss. Either you will beat them with next to no trouble, or they will hurt you badly.

Guts Man can be either a pushover, a challenge, to downright deadly depending in whether he randomly jumps away from you, jumps up to summon a Guts Block, or decides to be a PITA and keep jumping towards you and getting in your personal space (all while probably knocking you over if you mistimed that jump before he lands). Good luck if you have 4HP left after beating Fire Man and Ice Man beforehand, especially if Fire Man wasn't his happy self and decides to throw a dozen fireballs at you instead of one every time, or if you are unlucky enough to get frozen by the game after beating Ice Man and have to eat a 10HP Ice Slasher before you can start moving again.

Recently I had a fight against Quick Man in the MM2 boss rush, and he didn't launch one boomerang. Of course though, being Quick Man and his resistance to losing perfect, he started the round by doing a low jump which was completely unavoidable; Time Stopper could do nothing to get me over or under him and out of the way (and being Time Stopper, you can't pause and change to another weapon, or Item-1 in this case). Fun fact: Air Shooter can hit him when he's one block lower than you; the buster cannot. Another fun fact: Quick Man will stop dead and fall to the ground if your shot deflects from him - in this case Metal Blades, Bubble Lead or Leaf Shield (maybe I should use one of these when he starts with the low jump instead of the high jump). This doesn't work in the Wily Wars either; like Cut Man and Elec Man, Quick Man doesn't flinch or stop moving. Suffice to say, Quick Man is *all* about random luck. Will he jump high and get frozen by the Time Stopper in mid air and take every other buster shot for a perfect (good luck), will he chuck a boomerang or three at you while you run under him or jump over him (more likely), or will he jump once only and charge at you before you can react?

Air Man is the same. That One Pattern. Or two, since there is another pattern of tornadoes which is almost impossible to dodge, but you can still sometimes fluke it. Not that Air Man is nearly as difficult as the song suggests - Wood Man is indeed harder (or at least more resilient to the buster, at 1 damage, or 2 on the "Normal" mode), but he is completely defenseless after throwing his Leaf Shield so it evens out a bit (you can hit him about 6 times after jumping the shield). Crash Man is known for his "dance" where he walks around the room without attacking, but this isn't always the case - sometimes he will jump in the air and fire at you anyway without being provoked (more commonly in the boss rush, and occasionally the Doc Robot version as well).

Speaking of Leaf Shield and Doc Robot too, his Leaf Shield is nearly impossible to jump, to the point where it's easier to deliberately get hit by the falling leaves than trying to jump the shield, failing and taking 8 damage instead of 4 (and of course, Doc Robots in general, lose to the first one and you're back to the start of the stage, not to mention they have the same AI as Mega Man 2 bosses, but sometimes improved like Flash Man, and only take 1 damage from the buster even if their Mega Man 2 counterpart was "weak"; see the Wily Wars note above, as Doc Flash and WW Flash Man are practically identical in terms of AI).

Shadow Man is Mega Man 3's random luck boss. You will either eat the Shadow Blade or he will slide into you, or jump into you, all at random intervals. Or Top Spin will completely fail at random and leave you with the buster only. I clipped the left side of Shadow Man two nights ago and the game glitched me through him to the right hand side, draining the entire Top Spin. The Top Spin glitch doesn't affect anyone else, e.g. Doc Heat Man, the Mega Man clone or Gamma, although it will also drain itself on enemies immune to it (and technically, Shadow Man is immune when invulnerable, although there's no explanation to why it fully drains while Mega Man is flashing damaged instead of Shadow Man). I've even had Spark Man stop early at least once and chuck a Spark Shock at me before jumping to the top of his "mountain", but usually he always goes to the top before firing anything. Gemini Man can sometimes glitch you during a battle, and your buster won't fire despite the animation happening - it happens sometimes when he pauses for that split second to fire back at you. Cue Mega Man damage and a random expletive.

Bright Man. Yes, you will get frozen and hurt unless you know his Achilles Heel (shoot him once with the buster to give him an odd number of HP, then Rain Flush him all you want). Likewise, Centaur Man does exactly the same thing but you will "only" eat a buster shot rather than the collision damage that Bright Man prefers (if he misses you with his buster). Dark Man 3 too (Hint: Charge Kick into the O's and you won't get hurt, and if Dark Man jumps into you he will lose 1HP every time). I didn't really have any trouble with Mega Man 5's bosses, although Wave Man can be a tosser when it comes to summoning water right underneath you, or right in front of you during a Charge Kick. The other "randoms" in the series aren't really threat - Magnet Man and Dust Man will just drag you towards themselves with their magnetic/vacuum powers while being completely invincible, likewise Drill Man can keep digging through the ground all he likes and Star Man can keep jumping all over the place with his Star Crash around him; no-one is going to get hurt here.

Heat Man's random dash pattern is predictable, if he stays in his position for a while after being shot, he will move right to where you are (or a bit further, since he sometimes gets stuck in the wall if you are walking into the wall), if he moves straight away after being shot he will stop short (which is where a lot of people get damaged because they don't anticipate him stopping early and jump on top of him). As for the flames at the start, just a small hop while moving towards him and the Atomic Fire will miss (the arc is a bit different with the Doc Robot version though).

November 13, 2014, 01:06:57 AM
Reply #49

Offline Threxx

  • Standard Member
  • Date Registered: January 19, 2014, 10:52:40 PM

    • View Profile
Re: What I hate about Wily Stage 1 in the first Mega Man Gam
« Reply #49 on: November 13, 2014, 01:06:57 AM »
Quote from: "Heihachi_73"
Heat Man's random dash pattern is predictable, if he stays in his position for a while after being shot, he will move right to where you are (or a bit further, since he sometimes gets stuck in the wall if you are walking into the wall), if he moves straight away after being shot he will stop short (which is where a lot of people get damaged because they don't anticipate him stopping early and jump on top of him). As for the flames at the start, just a small hop while moving towards him and the Atomic Fire will miss (the arc is a bit different with the Doc Robot version though).

I think this proves a point I like to make. Every single MM boss has some kind of pattern, even if there is a degree of randomness to it. You just need the recognition and sense of mind to see it. For example, the amount of times Heat Man ignites before dashing indicates how far he will dash.

I think that mountain of a post justifies the half a year bump, no?

November 13, 2014, 02:02:01 AM
Reply #50

Offline Heihachi_73

  • Standard Member
  • Date Registered: November 03, 2014, 10:59:09 PM

    • View Profile
Re: What I hate about Wily Stage 1 in the first Mega Man Gam
« Reply #50 on: November 13, 2014, 02:02:01 AM »
Also, Wily 1 in MM1 has nothing on Wily 1 from MM4. I hate that boss with a passion. It has no weakness* and it deals a ton of contact damage (it's a giant Met which takes up a third of the screen, and is almost impossible to dodge even when sliding, and to top it off, when it lands it stops you dead like Hard Man did in MM3).

* Rings and dust dealing 2 damage is not a weakness; the charged buster/Pharaoh Shot beats that at 3, although it's not possible to rapid-fire charged shots nor is it possible to rapid-fire bosses after Mega Man 3 (due to invincibility, which is fair I suppose) - why doesn't the weakness deal 4 damage like practically every other boss this side of Mega Man 1 and 2?