a) They are programmed to do no such thing. They are on a timer.Easy or not it's the same fake difficult! They are programmed for you to fire in the time you would be jumping!
b) If something isn't actually difficult, calling it fake difficulty is highly suspect.
The snakes are easily visible and do not lie about what they are and what they intend to do. You have plenty of time to process their existence and how you are going to deal with them before actually committing to the jump. Even if it were difficult, it would be real difficulty, not fake.
That's because you know QM's stage by heart. People who are unfamiliar with it are required to make a long series of split-second decisions about what path to take through the level, and any wrong choice equals instant death. And even if they happen to have the necessary split-second reflexes, they'll still die several times since because they didn't enter a screen travelling in the right direction.For me Quick man stage is easy, but that does not make it fake difficult as you say!
That's about as clear-cut as fake difficulty gets.
It's not as common as you're making it out to be, since you have little or no reason to be standing that close to the edge of the platform, and you can easily avoid it after the first time it happens.It's really a common glitch, try staying at the edge of any of these plataforms, it's 100% of chance you be pushed of and dye!
A glitch that you know is going to occur and is easily avoidable is not a huge deal.
Except that it, y'know, completely prevents it from happening. You're making a mountain out of a molehill here.You can use Rush Jet, but that does not make the glitch any better
They aren't all that fast, they pause before flying off, avoiding them requires nothing but a vertical jump, and their timing is much simpler and forgiving. Again, you are biased towards the first and second games because of your familiarity.I you shoot the cloud bullets, they become real bullets, and are really fast!
The best thing is try to avoid them! But one touch and you're gone!
For me it's mostly the same as what you're saying with Gutsman stage!
Perfect Timing or you're dead! This is one of the most notorious thing in Megaman series!
You spoke it like a fact. And acting as if you can speak for "real fans" reeks of hubris.That's my opinion, not a fact!
You're a dick. Don't see this as an offence, it's just an opinion.His pattern is fairly simple to understand, but extremely hard to avoid!
I was talking about beating him without special, for me, using special on bosses is for pussies and noobs
(don't see this as a offence, it's just a opinion!)
See how that doesn't work? Insulting someone and then calling it an opinion does not negate the insult. Not to mention you clearly weren't talking about yourself, you were speaking for "real fans".
Fake difficulty does not mean any difficulty you think is unfair. Fake difficulty is difficulty that comes about from the developers hiding necessary information from the player (such as enemies in pits), though it can also include developers creating difficulty via unreasonable punishments (insta-death for nearly unavoidable hits) or difficulty created by bad controls.I'd say this because for me this is fake difficult either!
A stage that makes it quite hard to avoid the boss!
The boss takes a lot of life with a single touch!
And the boss jump fucking high!
Simply having a difficult pattern does not make a boss "fake difficult". Snake Man might qualify as "real difficult", but that's a matter of opinion.
Now, there are a couple places in the game that do employ fake difficulty (the ending of Shadow Man's level or the invisible platforms over pits in Shadow Man revisited), but your example wasn't very good (and the game doesn't depend on that type of difficulty as much as some other games in the series do). There are even some places that I'll come out and say are terrible level design, such as the area in Gemini Man revisited that's impossible to pass if you used up all your Rush Jet/Coil.
1 weapon of 8 being interesting does not save the game's weapons from being bland and/or terrible (and personally, while I'll concede that it's interesting, Oil Man's weapon requires too much knowledge of terrain and/or split second timing to avoid getting yourself killed for me to call it a "good" weapon).Try using oil man skate, if used correctly, it can become the perfect weapon!
It grant you invunerability to some enemies, one-hit ko on the same, and is perfect for speed-running!
To be fair, I do consider Elec Man's weapon and the Magnet Beam to be interesting, though poorly implemented in the Beam's case.
Not really. The vast majority of Wily levels fall into one of two categories: techno-themed levels and castle-themed levels. Adding a second castle really only gives you more of those types of stages, while the revisits gave you a neon-colored space level, a ninja castle, an electric area, and whatever you want to call Needle Man's stage.The Wily levels are quite different from each other!
This makes them unique, not a copy of the 8-bosses levels!
Err, no? I'm sorry, once again I'm not sure I follow what you're saying.One time you say about most of players opinion, like they were the reference, the "common sense", as you say, and should be taken in regard!
Now you say the opposite! Don't you think it's quite contradictory!
Talking about common sense and talking about what "real gamers" do are not even close to the same thing.
Common sense is being able to notice obvious cues and being able to react reasonably. If a projectile is approaching you in a Megaman game and you have no other worries at the time, common sense dictates that you should try to jump over it. A lack of common sense would be to expect to avoid the bullet by walking straight into it or by yelling "I am impervious to your silly weapons".
In what you quoted, however, I was merely stating that I have seen numerous people on various boards (such as yourself) try to pass off Megaman 2 as a perfect game, when it is actually deeply flawed. Indeed, I've seen it often enough that I can assume it's fairly wide-spread opinion, which is why my assessment of the game is that it is "overrated".
(There's nothing wrong with being overrated; indeed, I enjoy a whole bunch of games I consider overrated, such as Chrono Trigger, Final Fantasy VII, Zelda: Ocarina of Time, and so forth)
Again with the hubris. Now you're professing that you speak for the developers' intentions. Dude, not cool.You do realize that the special weapons were made for the bosses, not for the whole stage! Don't you?
If special weapons weren't intended to be used on anything but bosses, they would not have given different regular enemies throughout the series weaknesses to different special weapons. Not to mention several weapons throughout the series have effects that do not feel specially tailored to only hitting the boss weak to them (e.g. if Metal Blade were only intended for use against Bubble Man, why can you fire it at a downward angle when doing so during the Bubble Man fight would cause almost certain death from the spikes).
They changed the locations of the capsules in MHX, which upset fans and was clearly impossible.Making the weapon far different would make fans of the original upset with the game, and it would be change all the meaning of this being a remake!
You were expecting something clearly impossible!
They completely overhauled the Sigma Stages in MHX, which upset fans and was clearly impossible.
They completely changed the story of MHX, which upset fans and was clearly impossible.
They gave MMPU a kiddy-makeover, which upset fans and was clearly impossible.
They added two new Robot Masters to MMPU, which upset fans and was clearly impossible.
They weren't shy about changing things when they felt the need. Make Guts Man's weapon a rock throw that destroys blocks, and you have a weapon that keeps most of the flavor and functionality of the original weapon while losing its ridiculous over-specification. I would hope that most fans would see that such a change as overall positive (indeed necessary to modern Megaman weapon design), and I doubt that it would hurt sales all that much.
I officially give up trying to decypher what you are saying. Indeed, I'm probably done arguing with you entirely, since no amount of arguing is going to change your mind.In MMPU, you have a lot more of vision to see were are your feet, and how much of the hitbox you're already out!
I NES, it's quite hard to have that knowlege, and you have just a very limited range!
If your feet is more than half out of the hitbox, you fall!
In MMPU you can size it with your own eyes, without having to decorate the limit!
Bottom line: I don't like MMPU. It manages to keep the vast majority of my problems with the original game while adding new ones.
Maverick Hunter X is great, though. While X mode isn't as good as the original SNES release (though I will admit that the new Hadouken unlocking method is a big step up from the original), Vile mode is so different, interesting, and strategic compared to any other X universe character (not to mention fun) that I'm willing to overlook most of the game's shortcomings.
My argument still more or less applies, since DLC cannot ever make up for sub-par content available in the base game.Protoman and Roll are easily downloadable!
You don't have almost any effort to make this!