I'm Back
10:16
2 ай бұрын
Let's Play! Elden Ring -67- Finale
1:20:32
Let's Play! Elden Ring -64- Odds n' Ends
1:10:20
Let's Play! Elden Ring -55- Kaiju Battle
1:04:09
Let's Play! Elden Ring -53- Flame Peak
1:06:54
Let's Play! Elden Ring -52- Castle Sol
1:01:38
Пікірлер
@rokkankitten
@rokkankitten 15 сағат бұрын
This is a good video, but I think referring to what other NES/Famicom games were doing at the time or prior to the original Mega Man to say what it was doing that was new or different, while having a limited frame of reference really hurts your points. For instance, Mega Man was inspired by shoot'em ups and the original Ghosts'n Goblins, but neither Gradius or GnG are mentioned (you mention the shoot'em up point, but not any specific games!). You mention more than a couple of times that you "could be wrong" about certain assertions of what Mega Man was doing that no other game was, and while that can be excused (there were a lot of games, nobody has perfect knowledge of every video game made before Rockman), when the other games mentioned in the video are mostly very well-known Nintendo first-party games that enjoyed being very popular and lasting franchises, it does make your bigger assertions difficult to take in. Sorry if this sounded harsh, but I hope this helps you in the future.
@teh0wnz0r76
@teh0wnz0r76 16 сағат бұрын
its a different format, i get it... but i miss ur trademark humor
@Siculidee
@Siculidee 23 сағат бұрын
Stone fang is Kazad dum & Erebor, the king of stone fang was is Thorin, the gemstone he is looking at is the arkenstone, the scale miners are orcs, bear bugs are the nameless things that live in the (lava) pools, the armor spider is shelob, flamelurker is the balrog, the rock worms are behemoth worms, and the dragon god is Smaug 😂
@johndettman4683
@johndettman4683 Күн бұрын
This game was amazing back on the ps1 way ahead of its time thanks for the vid!
@NIMPAK1
@NIMPAK1 2 күн бұрын
According to a quick google search, the programmer was Nobuyuki Matsumshima, who (assuming it's not just someone with the same name) also programmed the PS2 JoJo 3D Beat-em-ups weirdly enough. My feeling on life systems generally reflect yours. I think lives can work as a valuable resource in games that have generous checkpoints (or even instant respawns) and are generally low enough and rare enough to actually be a valuable resource. They work in something like Mega Man because the levels are usually well-paced endurance runs and if lives were infinite then there'd be nothing to punish players from simply tanking hits in order to rush to the next checkpoint. That said, I do have a gripe with how Mega Man traditionally handles lives and that's random life spawns, it doesn't really add anything except reward monotonous grinding which artificially lengthens the game and is functionally the same as having infinite lives (especially in MM1 with how the pre-boss hallways function).
@timecage
@timecage 4 күн бұрын
Glad to see you again! So about that game ost video...🤗
@Alianger
@Alianger 4 күн бұрын
15:50 There were other factors here like very limited quality control, low profits from third party games, no lockout chip, and above the others, the combination of overproduction and then having to buy back what wasn't sold from retailers. Which was a lot in ET's case since it flopped, unlike Pac-Man.
@scoffeex1740
@scoffeex1740 4 күн бұрын
1:21:30 Dude, you can just hold right and you won't get damaged
@Demonskunk
@Demonskunk 5 күн бұрын
Holy shit your game is cute as hell, Dave!
@DaveControlLive
@DaveControlLive 4 күн бұрын
Aww, thank you! Can't wait to show everyone when we have proper backgrounds in and fixed-up tilesets. :)
@scoffeex1740
@scoffeex1740 6 күн бұрын
Mega Man 5 is too easy compared to 6, I wonder why you prefer it
@loganc1504
@loganc1504 6 күн бұрын
It's great to see you back! I'm excited to see more of ChivalBee in the future!
@DaveControlLive
@DaveControlLive 4 күн бұрын
Thank you so much! I really appreciate it, and am excited to get to a point where we're ready to show another big update.
@vazazell5967
@vazazell5967 6 күн бұрын
"tension and feeling of reward" no such thing was experienced, idk what's with people's who's brains do that
@lddestroier814
@lddestroier814 7 күн бұрын
25:29 The rom for the original Rockman is only 128 KB, not 1 MB. I think only one game had a cartridge that big, being Dragon Quest IV.
@DaveControlLive
@DaveControlLive 7 күн бұрын
I'm sure you're more correct. I was just pulling a quote from Akira Kitamura where he says "What can you do though, we only had 1MB to work with!"
@lddestroier814
@lddestroier814 7 күн бұрын
@@DaveControlLive Oh that's right, it is a quote from the developer! Maybe the ROM size was just one of those details he forgot about for the interview, so he just made a reasonable guess. Btw I love your video! Mega man 1 is one of my favorite MM games alongside MM5 and MMZ3, and I think one of the reasons is that it doesn't have any giant pain points unlike MM2's boobeam trap, or MM3's Doc Robots. I like the quick pacing of MM1 what with only having 6 bosses, and I used to practice the yellow devil on high school computers to the point where I can buster-only the guy.
@CflowProd
@CflowProd 7 күн бұрын
So...when we kill Nito, is he double-dead? Does he become nonexistent? Does he undergo a rebirth process? Nito is still a pain in the ass either way.
@anthonykarnes6804
@anthonykarnes6804 7 күн бұрын
8 isnt so bad
@DaveControlLive
@DaveControlLive 7 күн бұрын
Yeah, it's alright. I think it's pretty different in some significant ways, though. For better or worse. Some people will really like the changes to the formula, some won't. But I respect them for taking so many risks with it.
@allagold6485
@allagold6485 7 күн бұрын
Hey! Great video! Another commenter already said that they've been itching for an in-depth analysis of MM1 and I've absolutely felt the same way. Actually the same person (heypeterReal) said another thing I agreed with: once you got to the Wily stages it feels like there was so little to say about anything besides the Footholders and Bigeyes in Wily 1 that the review was basically over by that point. However, as someone who speedruns the classic series with 1 being my main game (a rarity both in general and in the speedrunning MM community), I totally loved hearing your thoughts as a game designer and kind of wish you'd nerded out a little more about some of the technicalities because I don't know how coding or game design or music theory work; I simply enjoy the game. And maybe you don't know much about some of those either, but I would assume as a designer of your own game some of those concepts (especially coding) are in your toolbox. You called it out as such, but MM1 is overlooked. For those who have played it, almost all of us first played MM2, then went back to 1. I am not one of those people. I refused to beat MM2 until I'd beaten MM1 because although I gained access to both of them at the same time, I was already in my teen years and had grown up playing Mario and Mario-esque games. Even as a speedrunner who has played this game I have no idea how many times, I completely agree that Iceman's stage is the worst one! Haha. And actually I feel like although you labeled it as subjectivity, you laid out many very objective reasons design-wise as to why Iceman's stage is the worst. The other day I watched a different Mega Man 1 retrospective/review video and I don't remember who it was by now, but they actually said the opposite to you about Gutsman's opening: They did not like the fact that the hardest obstacle of the stage was first and iirc just didn't like the obstacle at all. I find that it's actually a really good challenge and having it at the beginning (as you said) cuts out a lot of potential frustration because the player isn't set too far back from failing it. And the one in Wily 4 is MUCH harder, even if it's only two jumps. That being said, I actually FAR prefer this consistent platforming challenge to something like the Footholders in Ice/Wily 1 where there is randomness involved as to whether you can even progress or not. When the combat has randomness it can be a little frustrating (like the Bigeyes), but with platforming I feel as though the less random ones in MM1 were much better because you aren't inherently given the chance to have to wait around for 12 minutes (multiple people have recording themselves being stuck for that long on one cycle to line up) just to have ONE shot at ONE jump. Anyways, that was long-winded but even us in the speedrunning community love hearing the more technical side of game reviews. I love watching and hearing reviews of any game I enjoy, especially ones I disagree with because sometimes they bring up points I was personally blind to (usually through nostalgia. A great example is "How 'Bout Super Mario Galaxy" by Barry Kramer). As someone who loves MM1 enough to have beaten it more times than I can care to remember, I loved this review and am looking forward to you doing the others! Anther commenter already said it and I saw you acknowledged it but I'd say don't bother with a "Mega" complication (haha). If you're going this in-depth with all the games, just give each game it's own video. It CLEARLY took you a very long time to make this video. So please keep up the good work and if it takes a long time to release MM2, and then long to release MM3, and so on and so on, we'll wait. It'll be worth it. Sorry for the long comment and great video! You have a new subscriber and it looks like I'm not the only one. :D
@DaveControlLive
@DaveControlLive 7 күн бұрын
Aw, thanks for commenting! Really cool to hear the perspective of a speedrunner. I think - with the game design and programming - I understand to a degree, but coding on the NES is pretty different to what I'm doing (using Unity as a game engine), so while I can make educated guesses here and there as to how certain things were handled, I don't want to just flat-out be wrong, haha. But, I do hope that bringing the perspective of someone actively working on a platform game (and I actually re-played and tested elements of Mega Man, DuckTales, and some other games to see what made certain things 'feel' good to me to help us properly handle those elements in our game) is something unique I can present. I kinda thought about how everyone likes to talk about the more forward-facing things in a way (level design and enemy design, to-an-extent), but how important the basic mechanics that truly make the game are, and how they often get overlooked in these discussions. I appreciate you understanding how long this takes to make! I'm currently working on Mega Man 2, and as you guessed, it's taking quite some time. I do 'nerd' out a bit in explaining object pooling and how that affects certain enemies in the game, so I hope that's the type of thing you're looking for. :) I'll have to check out that Mario Galaxy review by Barry! Honestly, it's been such a long time since I've played the game, it'll be interesting to hear some various perspectives on it - positive or negative - for sure! What area in MM1 tends to give speedrunners the most trouble?
@allagold6485
@allagold6485 6 күн бұрын
@@DaveControlLive I am SO looking forward to your MM2 video! Although that seems to be a common thought among the commenters here, haha. It totally depends on the category, and then within whatever category or categories you play, you as a player may find certain parts more annoying or difficult than others. There's also a surprising amount of variance of strategies for getting through specific rooms, enemies or bosses. So I can only answer for myself, and honestly what tends to give me the most trouble is one specific jump in Elec Man's stage that you do in every category where you play the stages and don't do the warp to the credits. Once you've climbed the first ladders and get to the Yoku blocks, speedrunners go up the left ladder to be able to skip the second set of blocks without waiting for them. However, that corner jump is pretty tight and failing it could lead to you falling back down to the previous screen and losing time over just going up the right ladder and waiting for the blocks. Maybe boss patterns give newer runners a lot of trouble? I would think especially Gutsman would take the non-zipping runners a little while to learn: it did for me.
@DuoDynamo
@DuoDynamo 7 күн бұрын
When talking about your game, you said that you want to find a way to prevent attack-spamming but that you don't want enemies to have i-frames, right? I immediately got reminded of Sparkster for SNES (from the Rocket Knight series). In that game you can perform a rolling move left and right with the shoulder buttons. They give you some good air-time and serve as an attack as well, but if you spam it say, 6 or 7 times in a row, you'll get dizzy and fall to the ground. Can't your game perhaps implement something like that? Given that your character seems to be an insect, maybe it can absorb energy from enemies when attacking them, which in turn allows you to keep attacking (it also gets replenished once you touch the ground), but if you attack the same enemy over and over it offers you diminished amounts of energy with each attack, forcing you to land or attack another enemy to keep the combo going.
@Ultra_7
@Ultra_7 8 күн бұрын
2 hours of Mega Man 1 I’m impressed and I’m absolutely willing to watch a 2 hour video about a game that can take like 30 mins to beat
@dduuddeechil
@dduuddeechil 8 күн бұрын
Welcome back, old friend. Remember to refill your Estus, and don't you dare go Hollow🔥
@TheRedCourage
@TheRedCourage 8 күн бұрын
Dark Crows 1,2,3
@RedMetalNecro
@RedMetalNecro 8 күн бұрын
The true final boss
@TheSwordsman100
@TheSwordsman100 8 күн бұрын
Sorry it took me so long to get to this, it was a really fun watch! As for stuff to suggest, since I doubt Powered Up is going to be part of this retrospective series I think you could've mentioned the Robot Master's personalities here and maybe see if they line up with their boss pattern since I think Mega Man is a very character driven series. Though that maybe my story and characters focused brain talking.
@DaveControlLive
@DaveControlLive 7 күн бұрын
I do wonder how much the developers really thought about character personality when developing the boss patterns. It's an interesting thought, especially in this era, to be sure.
@bigtimetimmyjim6486
@bigtimetimmyjim6486 9 күн бұрын
Megaman is my favorite NES franchise by far, and I cannot wait to watch your reviews of 2 and 3, since those are also easily my two favorites. Also curious to hear what you think about 4 (which is by far my least favorite of the NES titles) and 6 (which you did not group together with 1-5, but I personally feel is underrated).
@DaveControlLive
@DaveControlLive 7 күн бұрын
Thank you! Currently working on 2, so I hope it's worth the wait. :) I enjoy 4, outside of a couple stages (Drill Man, in particular) but I'll think more deeply about it when I get to that game in the series. I'm a little torn, in general, on how I feel about the charge shot - which 4 of course introduced. With 6, I think - if I'm being honest - it might just be me not enjoying the music as much as the previous installments (outside of a few stand out tracks) that might really be influencing me. I think with 4 and onwards, the games start to introduce mechanics that really slow down the gameplay (like charge shots, or needing to replay levels for secrets and hidden items). 6 really goes all in on this, which is cool, but I think the X series is where they really perfected that overall concept of replayable stages with hidden secrets and upgrades for Mega Man. 6 is also my buddy who's making the game with me's favorite of the NES games (I think), so you're in good company!
@OzomaLp
@OzomaLp 9 күн бұрын
I'm not sure if somebody mentioned this already but anyway: Big Eye can be easily avoided with the Ice Man weapon. You can freeze him midair and even if he does his low jumping move you can still freeze him high enough to walk under him to avoid taking damage. The Guts Man blocks can also be removed with Elec Mans ability. It is still stupid to do Elec Man twice for it but you can technically do it with his own weapon by revisiting the stage and then use the Magnet Beam to avoid Guts Mans pit section. You can totally 100% clear this game intentional with Buster Only no hit. Yes even the Wily Stage 2 and the flames in Fire Man. But there are unfair points for it. The sprite limitation in the Wily Stage 3 Boss CWU-01P makes it impossible to always see his projectiles and even if you are able to avoid every pattern of him when the Guts blocks are still on the screen...this makes his fight really random. The other thing is Guts Mans jump pattern which can just be unfair and lock you in a corner if you are unlucky. I kind of wished you would have gone also in detail about weapons in stages and enemy behaviers but well I cannot ask for everything. You did a great job with this video anyway. Just a thing I want to mention because in my personal No Hit Buster Only run I figured out that the Octopus Batteries (the sticky Cut Man enemies) have a random pattern but it is only random by spawn. The pattern repeats after a few minutes. I noticed this while thinking how I avoid the 3 enemies on top of each other on Wily 2 without getting hit and waited for a good opportunity just to see that after a while every movement of the 3 always ended up in the exact same circles.
@Zerobasssoul
@Zerobasssoul 9 күн бұрын
Missed ur super show vids and glad you've had a fulfilling time while away, here's to a revitalized return
@MisterPuck
@MisterPuck 9 күн бұрын
DAVE! WB man! I'd like to point out that Black Devil in Mega Man X6 is also a reference to Yellow Devil.
@DaveControlLive
@DaveControlLive 7 күн бұрын
If you didn't show up to this video, I would have been concerned, haha. I actually don't remember X6 very well (I did play it as part of the X Collection), but, I was really just trying to point out consistency in the main series. Yellow Devil also shows up in Power Battle, iirc, Smash Bros, and probably other places as it's such an iconic Mega Man boss.
@heypeterReal
@heypeterReal 9 күн бұрын
Excellent retrospective here. I have been dying for an exhaustive Mega Man 1 video, and you've absolutely set a new standard! I do feel that while your critiques and praises on the game design are well-spoken and thought-out, they were extremely front-loaded at the start, which left the last 30 minutes feel a lot less exciting, because it became a much more standard review. I really hope you'll be doing a similar video like this for Mega Man 2, so I hope you consider interspersing them more evenly throughout the video. Regardless, I had a wonderful time watching this!
@DaveControlLive
@DaveControlLive 9 күн бұрын
I actually wondered if the last 30 minutes and the way I handled the Wily stages wasn’t as strong as the other sections, so that’s good to note - thank you! I’m currently writing the Mega Man 2 video, so I’ll definitely bear that in mind - and I’m glad you overall enjoyed it so much!
@laddersmitty
@laddersmitty 9 күн бұрын
honestly i think the biggest flaw of the mega man series (both classic and x) is that boss weapons have limited ammo. the fact that they're limited at all makes me never want to use them unless absolutely necessary and i know i'm not the only one like that. it also creates the infamous issue of using up your ammo trying to defeat a boss, losing a life, and then not having any ammo for your next attempt. imo rather than refilling your energy upon death they should just completely drop the ammo mechanic and let you use your abilities infinitely. it would make these games significantly more fun in my opinion.
@laddersmitty
@laddersmitty 9 күн бұрын
you make the point that ammo helps balance weapons, and that makes sense, but i think having certain weapons be OP isn't the worst thing in the world. i mean, mega man 2 is widely considered to be the best classic mega man game and in that game the metal blade has so much ammo that it's practically infinite and it trivializes a large portion of the game. it's still fun though, and that's what really matters.
@EeleyeDD
@EeleyeDD 10 күн бұрын
Heads up that you can use Elecman weapon to break those blocks in his stage as well.
@DaveControlLive
@DaveControlLive 7 күн бұрын
I honestly never knew this. That's... shocking... to me.
@EeleyeDD
@EeleyeDD 7 күн бұрын
@DaveControlLive lmao nice. Love Megaman games for stuff like this. Any progress is useful progress, be it your own skills, weapons to make things easier, even in ways you didn't realize. One weapon is more than just an easy boss option, it's also a new angle you normally can't cover or a new way to tackle a challenge. New skills acquired that the stage you beat REQUIRED you to learn to get thru, like placing shots or how to time your jumps or simply understanding enemy behaviors, expands the game you're playing into something that's more than just trying to stop you. It's such a great balance of "stand up and fight. You can do this" that a lot of games don't really get, with challenges feeling more like they're trying to stop you rather than test you (ice man stage lol) As a kid the win was never as important to me as the challenges I overcame. My reaction to beating Frostman in Megaman 8 was NOTHING compared to my reaction to surviving thru jump jump slide slide to get to that boss door in the first place, and once that was something I could just do, losing to him and game over-ing felt like a victory lap rather than a set back. Such good simple obstacle course design mixed with a power fantasy that is worthy of your arsenal. So peak.
@theretrodude154
@theretrodude154 10 күн бұрын
this seems like the perfect way to spend my afternoon
@DaveControlLive
@DaveControlLive 9 күн бұрын
Wait a second, I know your videos! 😁
@theretrodude154
@theretrodude154 9 күн бұрын
​ @DaveControlLive real recognize real
@logolept
@logolept 10 күн бұрын
I copy. Edit: /ˈwɑɪnd.ɛ̽d/. Edit 2: I digress for the vagary.
@yellowinahat
@yellowinahat 10 күн бұрын
Did you freaking use music from Popful Mail
@DaveControlLive
@DaveControlLive 10 күн бұрын
You know it! Although, I'm shocked someone even recognized that.
@Tirgo69
@Tirgo69 11 күн бұрын
Mega Man 8 is one of my favorites! I actually really enjoy using almost all of the weapons, it's underrated but it's one of my favorite weapon lineups. I like the bolt system too. Easily the worst part of the game to me is jump jump slide slide, especially with input lag on Xbox Anniversary Collection played on 360 backwards compatibility. I'd know.
@DaveControlLive
@DaveControlLive 10 күн бұрын
I like the bolt system a lot too - that was actually one of the things replaying the game I realized they did really well. I also appreciate how many risks they took trying to change things up.
@skunkface_
@skunkface_ 11 күн бұрын
Mega Man has way too much health in the classic series. It often leads to boss designs that are random and highly erratic where the seemingly intended behavior from the player is to trade blows with the boss (e.g. Quick Man, Shadow Man, Burner Man). It puts an incentive on mediocre play, and this is why arcade games typically have 1 hit deaths with lives, or a very long lifebar but only one life (e.g. Guwange), and attack patterns that are harder to fight but are more predictable. While Mega Man 4 in particular has very well written boss AI, Capcom probably knew something was up, hence the X and Zero series starting the player off with much less health. Zero in particular allows for more skill based play by allowing players to learn EX skills from bosses if their mission rank is high and by having health bar expansions locked away behind items that decrease said rank (i.e. the cyber elves).
@RexKwonDough
@RexKwonDough 11 күн бұрын
Good thing she gave you thing ring even if you didn’t talk to her trapped in the body
@RexKwonDough
@RexKwonDough 11 күн бұрын
so unfortunate you didn’t go back to the cave with the repair dude and auriel. i wouldn’t have made it nearly as far as you without : edit And you missed the teleport bc of the knights omg i feel so bad for you 😂
@flyguyjoey
@flyguyjoey 11 күн бұрын
The goat is back !!!
@triplepancakeattack5053
@triplepancakeattack5053 11 күн бұрын
I want to own all of the classic series CIB but holy fuck US MM5 and MM6 will always be too expensive for me to justify
@DaveControlLive
@DaveControlLive 11 күн бұрын
Yeah, for sure. That's why this has been a very, very slowly growing collection for me. I'm actually pretty shocked that MM5, in particular, is so expensive. If you think that's bad, MM7 is insane. (MM1 is especially bad too, but that one at least feels like it makes more sense).
@triplepancakeattack5053
@triplepancakeattack5053 11 күн бұрын
I've never checked MM7's price, I'm just planning on only collecting NES MM games CIB. While I'm still in Japan, I'm collecting all of the Rockman World games (loose copy only)
@DaveControlLive
@DaveControlLive 11 күн бұрын
@@triplepancakeattack5053ohhh, that’s a great idea. Whenever I finally finish my NES & SNES collection, I was hoping to start doing those ones. Are the Rockman World games at least somewhat reasonably priced? I know the NA releases as CIBs are also totally insane in price.
@triplepancakeattack5053
@triplepancakeattack5053 11 күн бұрын
@DaveControlLive I can't attest to the CIB prices since I don't bother looking but I got RW5 for about ¥4500 ($28 USD) Even if you import them from Ebay they're reasonably priced (especially compared to the US equivalent games) Being a retro game collector in Japanese is a paradise 😂😂
@RexKwonDough
@RexKwonDough 11 күн бұрын
just picked this up on ps3 absolutely loving it so far! just got passed the Cerberus dogs in the flame tower
@AntonCorazza
@AntonCorazza 11 күн бұрын
Can you tell me the music that's used at 55 minutes? Thanks. Nice video, very nerdy 👍
@DaveControlLive
@DaveControlLive 11 күн бұрын
For sure! The Brink of Time - Chrono Trigger
@hardcoreclassic212
@hardcoreclassic212 11 күн бұрын
Ice Slash your turkey robots at the full height of their jump and run under, or even magnet beam over when facing them on the first Wily fortress. Otherwise, great video.
@DaveControlLive
@DaveControlLive 11 күн бұрын
I actually found the ice attack froze them in midair when I was testing all of the abilities on them... and managed to completely forget when I was writing this section of the video. So - thank you for the reminder on that - and I apologize for missing it! Definitely a good point that should've been factored in for that section!
@hardcoreclassic212
@hardcoreclassic212 11 күн бұрын
@DaveControlLive - Not surprising things would get lost in such a big video. Thanks for covering my favourite game ever with such love. Megaman 1 is incredibly underrated next to it's sequels.
@DaveControlLive
@DaveControlLive 11 күн бұрын
@@hardcoreclassic212absolutely! Thanks for watching. :) It definitely gets overshadowed, and I think people forget that creating something completely original, like Mega Man 1, takes far more thought than how to evolve it for a sequel.
@thelocalconveniencestorema389
@thelocalconveniencestorema389 11 күн бұрын
T H E R E T U R N O F D A V E .
@SmokieByron
@SmokieByron 11 күн бұрын
Mega Man 2 that easy a 4 year old can beat it? 🤔
@DaveControlLive
@DaveControlLive 11 күн бұрын
I guess this one could. Video Games were also probably the only thing I was ever 'naturally' talented at.
@SmokieByron
@SmokieByron 11 күн бұрын
I wish I was naturally talented, every time I want to play Mega Man I changed my mind last minute because how hard it is. But Mega Man x is no problem though. 🥲
@Draconian144
@Draconian144 12 күн бұрын
I personally think you don't need a giant Megaman 1-11 video that just combines all of the previous videos. That's pretty redundant, and you'll get more views for having multiple "smaller" videos. Instead, do a overall thoughts of the progression of design for the series that doesn't have the same content of the previous videos.
@DaveControlLive
@DaveControlLive 11 күн бұрын
That makes sense. I guess I just figured some people (+ KZbin's algorithm) like nice giant videos to slowly peel through, tbh.
@leo86channel
@leo86channel 12 күн бұрын
I love how while saying a lot you actually didn’t tell us anything
@badtzmzo
@badtzmzo 12 күн бұрын
You weren't lying about not using special weapons. You can kill the spiky guy at the bottom of the appearing/disappearing blocks pit in Ice Man stage with a few different abilities.
@DaveControlLive
@DaveControlLive 11 күн бұрын
You know... it's funny, I knew that from Elec Man's stage, but for some reason always completely forget when it comes to that section in Ice Man's level. Whoops, lol
@GamerRoman
@GamerRoman 12 күн бұрын
this is awesome
@JYGamingGuys
@JYGamingGuys 12 күн бұрын
The Complete Works / Anniversary Collection versions of Mega Man 1-6 are the definitive versions But Mega Man 7 and 8 are way better in the Legacy Collection than the Anniversary Collection.
@DaveControlLive
@DaveControlLive 11 күн бұрын
Wait... why are 7 & 8 better in the Legacy Collection? Is the code better or more accurate to the original? My main gripe with Legacy versus Anniversary was mainly that Anniversary included every game up to that point, where-as Legacy decided to split it into to versions, and make people pay double for all of them, essentially.
@carlton_dynamo
@carlton_dynamo 12 күн бұрын
12:06 *cries in Mighty Number Nine*
@itsfawn4387
@itsfawn4387 12 күн бұрын
I have thought a lot about the boss i-frame thing, because I feel like if your in a position where you can mash the fire button at full speed, and not get hit, you should get rewarded for your positioning. But as you said, making the Bosses health bar big enough to compensate for that is going to make each fight drag on for players who haven't mastered the fight. I always wondered if they could have implement damage scaling, almost like a fighting game, where repeatedly hitting an enemy reduces the damage of the next hit, until you stop hitting them, or they get an action. Mashing the button then would reward you with a spike of big damage that slowly tapers off. if that didn't work, you could more simply have the boss trigger i-frames every 3rd or 6th shot. I only have a sour spot with boss i-frames because I feel like it makes combat a bit 1-Dimensional. Unless its a weakness, rapid fire weapons suck for bosses. Once the charge shot is introduced, using normal shots in a fight feels pointless. Bosses would feel more dynamic and fun if you had to decide whether its worth getting close and hitting the boss really quickly to chunk off health fast, or stay back and pick your shots with the charge buster. IDK, this is very much a hindsight is 20/20 moment.
@DaveControlLive
@DaveControlLive 11 күн бұрын
Oh, that's an interesting idea with rewarding players for being close with the fire button. I guess it's kinda like how speed runners take on the "alien" boss of Mega Man 2, in a way. I have some issues (in general) with the charge shot of MM4 and onwards... especially in how it affects boss fights. But, wasn't planning on talking about that until the Mega Man 4 video.