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10-19-25 08:15 PM

24 Posts Found by joeandson

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joeandson
Level: 13


POSTS: 24/24
POST EXP: 3074
LVL EXP: 8174
CP: 426.5
VIZ: 4043

Likes: 1  Dislikes: 0
Might as well take a whack at this one
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Might as well take a whack at this one
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Member

Affected by 'Laziness Syndrome'

Registered: 07-25-12
Last Post: 3381 days
Last Active: 999 days

10-16-14 02:28 AM
| ID: 1092025 | 1812 Words

joeandson
Level: 13


POSTS: 23/24
POST EXP: 3074
LVL EXP: 8174
CP: 426.5
VIZ: 4043

Generally the reviews on this site offer a categorical view of the game, analyzing each aspect of the game that has been listed in the review form. While this works for many games this review will be different. Due to the structure of this game, I would say it is best analyzed by level. There are 6 robot Masters and 4 Wily stages, so I hope not to bore you to tears. Throughout the writing of this I will play through each of the stages under two conditions:
1 playthrough with the most basic equipment (buster only)
and 1 playthrough with all 6 special weapons
With a nonlinear game like this, the ideal structure is that you can start from any point, learn the basics of the game, and still receive a sufficient challenge from the other stages. With the copy ability provided to Mega Man, you would also want to reward the player for experimenting.
I will state outright before playing that I generally think negatively about this installment in hindsight, but I still want to see whether the game is truly poorly designed, or if I was missing something.

Cut Man
Buster Only: Cut Man is a common choice for the first bot. He is the one that is highlighted upon starting the game, and he also seems to be one of the weakest, at least in names. Players likely looked at him and thought something along the lines of "What are you going to do? Shoot scissors at me? I have a laser gun!". Capcom seemed to know this, and I would say it is one of the more clever stages as a result. The stage starts off by trapping the player. I would assume that in any stage you go to first, the player knows absolutely nothing about the game's mechanics. This highlights one of the strong points of retro gaming, tutorials almost didn't have to exist. Controllers had exactly 4 buttons, 5 if you count the D-pad. This means that "pressing all the buttons to see what works" is a very fast and painless process. When trapped here, the player will likely find out all of the essential functions. If they have already played games like Super Mario Bros, they might also work on assumptions based on that, and they will find out that Mega Man only has one speed. This will help later, as they will know to rely on precision rather than momentum. While trapped here they can find out a lot about how Mega Man controls, but ultimately they will discover how to climb ladders. This may sound basic, but remember how new video games were at the time. The concept of pressing up in a platformer could very well be foreign, but it's important in Mega Man games. Finally moving past the first screen, the player will find Bladers (flying heads). All of the stages start with somewhat weak enemies (if any) to teach the player combat. Firstly, you will learn that Mega Man has a health bar. This means that the player knows they can make mistakes. When you get hit, you will also notice Mega Man's knockback and invincibility frames.They may use the latter to skip enemies, but they will eventually find out that that doesn't always work (more on that later). If they decide to avoid enemies, they will also come across the spawning mechanics of the game, in that anything off-screen doesn't exist. It also shows you that those lemons you keep shooting are actually weapons. Through this they may also find the rate of fire, three shots on screen at a time. To avoid redundancy in other stage summaries, any situation where the player is trapped to learn things will be called a "cage" and any situation where an enemy is used to teach the player combat will be called a "goomba". Along the path of Bladers, the player may be intrigued by the odd looking brick blocks . This may provide them with a mental note for future levels or even future playthroughs. At the end of the path the player sees a variety of new enemies; by which I mean beaks. Beaks are sentry robots that occasionally open to fire shots. While they are open, they are vulnerable. Up to this point, the player is taught that anything that isn't ground is bad, so they shoot it. They will likely find out that it is invulnerable to their shots. At this point they either learn that some enemies have invincibility frames, or they wait until they fight sniper Joes over at Bomb Man's stage to learn that. Due to the sheer volume early on in the stage, they will likely learn this. On the second screen where they appear, they are arranged in such a way that it is nearly impossible to make it through unscathed unless you kill them. Due to Mega Man's knockback, the last two beaks will nearly force the player to realize they can be killed, since their shots impede your ability to platform. I will assume that, by this point in the level, players know how beaks work. The next screen has two paths. Here the player learns that there are multiple ways to deal with situations, and that not every enemy has to be killed in order to make it through. On the third screen there is a beak that cannot be shot unless the player shoots from a ladder, since it is over a pit and letting it live impedes progress harshly, I will assume the player will learn to shoot from ladders. I would like to point out that all of this information is very helpful for Elec Man's stage, which is often played after cut man due to the weakness mechanic (more on that later). Several screens later you encounter a Super Cutter dispenser. By now, the player should know that not all enemies should be killed, and this helps here since the enemies are only a problem if you try to do so. Running past the super cutters without caution will result in a flea enemy blind-siding the player. The first flea enemy is likely there to make absolutely sure that the goomba worked and you know you have a health bar. I feel like this would be a more fair challenge provided the enemy was visible prior. Perhaps if they behaved like the tigers in Mega Man 5 this would work, but I digress. This will show that your plasma buster can't hit small targets. If the player does not know about the copy mechanic, this will make them want more weapons. Further along we finally see an enemy that takes multiple hits to kill. The player already knows what his shots sound like both when they hit and when they deflect. Since they hear a hit sound effect when shooting at octopus batteries, they know their shots are doing something. They will keep shooting and eventually kill them. The following screen has the player fight four octo batteries, this serves to teach the player that some enemies have unique movement patterns. The same applies to the following rooms. The first octo-battery hoard also marks the first checkpoint. When the gauntlet ends, you are greeted by another super cutter dispenser, this time without fleas. You then encounter some more bladers, but more importantly you see a large energy capsule. By this point, you may have already seen one, I assumed for the sake of the analysis that enemies have only dropped point balls until here. The player has very likely taken damage by this point in the level, especially since the first checkpoint is right before hoards of enemies. The player will see that their shots go straight through the pellet, so they may go to pick it up and see their health refill. This will show them that not everything is harmful. On the next screen, you will see a flying shell. These enemies are essentially flying beaks, and before you are able to shoot one, it is very likely that the first shell has already moved off screen. You will see that some enemies respawn indefinitely. You will also be able to see their beak-like behavior once you try to kill them. The following screen is similar, except the player is expected to have fast reflexes, as the shell's shots are in such a way that you must move as soon as you enter the screen to avoid them. This room teaches you about how many enemies act in specific patterns, and that learning such patterns is advantageous. This also applies to the next and peninultimate room of the level. Here you fight a Big Eye. Let me say this now: f*** these guys. These enemies exist as a final barrier for the player from the boss. Their patterns seem erratic since they are often on strange terrain. Upon a further look, I notice a trend that often times the difficulty in some of these enemies comes purely from learning their pattern. All these enemies do is jump, and on every third jump or so the player is able to run under them. They take many, many hits to destroy, so it is advised that you avoid them. Capcom expects players to learn this at SOME point in the game before Wily's Castle, and chances are you will by your 6th level. After this the player sees some strange walls, and will eventually go up to them to find out they're doors. In the hall they will see screw bomber enemies. Like fleas, they are often to low to hit (or too high). Like fleas, they are easiest to hit when attacking. Like octo batteries, they have multiple health points. Like flying shells, they shoot in many directions in a fixed pattern. They accurately test what the player has learned in this level. Cut Man is a very easy opponent, he gets knocked back when you shoot him, he can only have one (slow) projectile on screen at a time, and he takes lots of damage from your plasma buster. He is easily dispatched and the player will have chosen rightly to go here first.

In writing this, I realize that I have spent hours on just one level. I will update this review hopefully daily until I cover the whole game. I'll continue if interest is shown in this style of review. For those worried about the replays of each level with all weapons, I will do all six of those in one day, so it shouldn't slow the process down too much. For those who just want an overview, I will enter scores prematurely. Though keep in mind that, until all twelve levels are covered, the ratings will be based on my memory of the game from a few months ago.
Generally the reviews on this site offer a categorical view of the game, analyzing each aspect of the game that has been listed in the review form. While this works for many games this review will be different. Due to the structure of this game, I would say it is best analyzed by level. There are 6 robot Masters and 4 Wily stages, so I hope not to bore you to tears. Throughout the writing of this I will play through each of the stages under two conditions:
1 playthrough with the most basic equipment (buster only)
and 1 playthrough with all 6 special weapons
With a nonlinear game like this, the ideal structure is that you can start from any point, learn the basics of the game, and still receive a sufficient challenge from the other stages. With the copy ability provided to Mega Man, you would also want to reward the player for experimenting.
I will state outright before playing that I generally think negatively about this installment in hindsight, but I still want to see whether the game is truly poorly designed, or if I was missing something.

Cut Man
Buster Only: Cut Man is a common choice for the first bot. He is the one that is highlighted upon starting the game, and he also seems to be one of the weakest, at least in names. Players likely looked at him and thought something along the lines of "What are you going to do? Shoot scissors at me? I have a laser gun!". Capcom seemed to know this, and I would say it is one of the more clever stages as a result. The stage starts off by trapping the player. I would assume that in any stage you go to first, the player knows absolutely nothing about the game's mechanics. This highlights one of the strong points of retro gaming, tutorials almost didn't have to exist. Controllers had exactly 4 buttons, 5 if you count the D-pad. This means that "pressing all the buttons to see what works" is a very fast and painless process. When trapped here, the player will likely find out all of the essential functions. If they have already played games like Super Mario Bros, they might also work on assumptions based on that, and they will find out that Mega Man only has one speed. This will help later, as they will know to rely on precision rather than momentum. While trapped here they can find out a lot about how Mega Man controls, but ultimately they will discover how to climb ladders. This may sound basic, but remember how new video games were at the time. The concept of pressing up in a platformer could very well be foreign, but it's important in Mega Man games. Finally moving past the first screen, the player will find Bladers (flying heads). All of the stages start with somewhat weak enemies (if any) to teach the player combat. Firstly, you will learn that Mega Man has a health bar. This means that the player knows they can make mistakes. When you get hit, you will also notice Mega Man's knockback and invincibility frames.They may use the latter to skip enemies, but they will eventually find out that that doesn't always work (more on that later). If they decide to avoid enemies, they will also come across the spawning mechanics of the game, in that anything off-screen doesn't exist. It also shows you that those lemons you keep shooting are actually weapons. Through this they may also find the rate of fire, three shots on screen at a time. To avoid redundancy in other stage summaries, any situation where the player is trapped to learn things will be called a "cage" and any situation where an enemy is used to teach the player combat will be called a "goomba". Along the path of Bladers, the player may be intrigued by the odd looking brick blocks . This may provide them with a mental note for future levels or even future playthroughs. At the end of the path the player sees a variety of new enemies; by which I mean beaks. Beaks are sentry robots that occasionally open to fire shots. While they are open, they are vulnerable. Up to this point, the player is taught that anything that isn't ground is bad, so they shoot it. They will likely find out that it is invulnerable to their shots. At this point they either learn that some enemies have invincibility frames, or they wait until they fight sniper Joes over at Bomb Man's stage to learn that. Due to the sheer volume early on in the stage, they will likely learn this. On the second screen where they appear, they are arranged in such a way that it is nearly impossible to make it through unscathed unless you kill them. Due to Mega Man's knockback, the last two beaks will nearly force the player to realize they can be killed, since their shots impede your ability to platform. I will assume that, by this point in the level, players know how beaks work. The next screen has two paths. Here the player learns that there are multiple ways to deal with situations, and that not every enemy has to be killed in order to make it through. On the third screen there is a beak that cannot be shot unless the player shoots from a ladder, since it is over a pit and letting it live impedes progress harshly, I will assume the player will learn to shoot from ladders. I would like to point out that all of this information is very helpful for Elec Man's stage, which is often played after cut man due to the weakness mechanic (more on that later). Several screens later you encounter a Super Cutter dispenser. By now, the player should know that not all enemies should be killed, and this helps here since the enemies are only a problem if you try to do so. Running past the super cutters without caution will result in a flea enemy blind-siding the player. The first flea enemy is likely there to make absolutely sure that the goomba worked and you know you have a health bar. I feel like this would be a more fair challenge provided the enemy was visible prior. Perhaps if they behaved like the tigers in Mega Man 5 this would work, but I digress. This will show that your plasma buster can't hit small targets. If the player does not know about the copy mechanic, this will make them want more weapons. Further along we finally see an enemy that takes multiple hits to kill. The player already knows what his shots sound like both when they hit and when they deflect. Since they hear a hit sound effect when shooting at octopus batteries, they know their shots are doing something. They will keep shooting and eventually kill them. The following screen has the player fight four octo batteries, this serves to teach the player that some enemies have unique movement patterns. The same applies to the following rooms. The first octo-battery hoard also marks the first checkpoint. When the gauntlet ends, you are greeted by another super cutter dispenser, this time without fleas. You then encounter some more bladers, but more importantly you see a large energy capsule. By this point, you may have already seen one, I assumed for the sake of the analysis that enemies have only dropped point balls until here. The player has very likely taken damage by this point in the level, especially since the first checkpoint is right before hoards of enemies. The player will see that their shots go straight through the pellet, so they may go to pick it up and see their health refill. This will show them that not everything is harmful. On the next screen, you will see a flying shell. These enemies are essentially flying beaks, and before you are able to shoot one, it is very likely that the first shell has already moved off screen. You will see that some enemies respawn indefinitely. You will also be able to see their beak-like behavior once you try to kill them. The following screen is similar, except the player is expected to have fast reflexes, as the shell's shots are in such a way that you must move as soon as you enter the screen to avoid them. This room teaches you about how many enemies act in specific patterns, and that learning such patterns is advantageous. This also applies to the next and peninultimate room of the level. Here you fight a Big Eye. Let me say this now: f*** these guys. These enemies exist as a final barrier for the player from the boss. Their patterns seem erratic since they are often on strange terrain. Upon a further look, I notice a trend that often times the difficulty in some of these enemies comes purely from learning their pattern. All these enemies do is jump, and on every third jump or so the player is able to run under them. They take many, many hits to destroy, so it is advised that you avoid them. Capcom expects players to learn this at SOME point in the game before Wily's Castle, and chances are you will by your 6th level. After this the player sees some strange walls, and will eventually go up to them to find out they're doors. In the hall they will see screw bomber enemies. Like fleas, they are often to low to hit (or too high). Like fleas, they are easiest to hit when attacking. Like octo batteries, they have multiple health points. Like flying shells, they shoot in many directions in a fixed pattern. They accurately test what the player has learned in this level. Cut Man is a very easy opponent, he gets knocked back when you shoot him, he can only have one (slow) projectile on screen at a time, and he takes lots of damage from your plasma buster. He is easily dispatched and the player will have chosen rightly to go here first.

In writing this, I realize that I have spent hours on just one level. I will update this review hopefully daily until I cover the whole game. I'll continue if interest is shown in this style of review. For those worried about the replays of each level with all weapons, I will do all six of those in one day, so it shouldn't slow the process down too much. For those who just want an overview, I will enter scores prematurely. Though keep in mind that, until all twelve levels are covered, the ratings will be based on my memory of the game from a few months ago.
Member

Affected by 'Laziness Syndrome'

Registered: 07-25-12
Last Post: 3381 days
Last Active: 999 days
joeandson
Level: 13


POSTS: 22/24
POST EXP: 3074
LVL EXP: 8174
CP: 426.5
VIZ: 4043

subbed!
and hey, can one of those systems be sega saturn?
subbed!
and hey, can one of those systems be sega saturn?
Member

Affected by 'Laziness Syndrome'

Registered: 07-25-12
Last Post: 3381 days
Last Active: 999 days

04-06-13 10:41 PM
| ID: 773741 | 598 Words

joeandson
Level: 13


POSTS: 21/24
POST EXP: 3074
LVL EXP: 8174
CP: 426.5
VIZ: 4043

graphics: 10/10
the spritework in this game is simply amazing, I challenge you to find somethning with better visuals (that is 16/32 bit). The main character in particular is very energetic and his animations are just... play the game and you'll see what I mean; point is he's more adorable than any other protagonist I've ever seen. on the topic of graphics, there are points where you can get power-ups that make you dance, this kills every enemy on screen and it also makes a butterfly appear who can help at some points. these dances are just a joy to look at

Sound 10/10
the game is made by sega, the people who composed the sonic soundtracks
and the game is about music
it would make no sense for the music NOT to be good. and, big shock, this is an amazingly catchy soundtrack. even if you don't like the genesis soundchip, it's all good music

addictiveness: 8/10
I doubt this will be addictive to everyone, but it is for me. you see, at the end it it rates your score using a scale, on my first playthrough, I only got 3 bars out of lord knows how many. I'm the type that goes for high scores and I'll gladly play the game again until I see the reward for getting a perfect score at the end. if you aren't that kind of person, I still recommend 1 playthrough

story: 5/10
"Tempo is a grasshopper who lives on Planet Rythmia, the world of music. Unfortunately, the malevolent King Dirge is trying to steal all the rhythm from the planet. It's unclear as to how a creature with no appreciation for music became King, but it's up to Tempo to stop him!"
that's the story, do you get anymore in game? nope, I only rate the story as high as it is for being somewhat original. also, it's a retro platformer, did you expect something grand?

depth: 7/10
the game generally allows you to chose the order in which you beat levels. but this isn't megaman. you only pick the order for the first three levels, and then the next two will become available and you can chose the order you do those as well, but that's all your given in terms of level order freedom. the depth gets a high score for having multiple endings as well, it's only seven because the endings can be considered "a winner is you" type deal.

difficulty: 8/10
this game is not easy, unless you know everything. I had to use save states on my first playthrough, but it isn't impossible to do a run without them. in fact, I think I just sucked. some enemy patterns and control quirks might get to you, such as those heart enemies, water, most bossfights, etc. thankfully, you can increase your health by finding headphones. and they aren't exactly hard to find, as I had max health by the end of my first playthrough. while the game may seem cutesy, it isn't kirby-easy by any standard.

overall: 10/10
I love this game, and though that may be due to my general love for music themed levels in video games, you have to be soulless to get zero entertainment out of this. as the title suggests, this game has easily become my favorite platformer. I truly wish this game got more publicity, and that america got the saturn sequel for this game. (hey david, mind adding a saturn emulator to the site?)

anyway, I think anybody who likes platformers, music, or both, will like this game
graphics: 10/10
the spritework in this game is simply amazing, I challenge you to find somethning with better visuals (that is 16/32 bit). The main character in particular is very energetic and his animations are just... play the game and you'll see what I mean; point is he's more adorable than any other protagonist I've ever seen. on the topic of graphics, there are points where you can get power-ups that make you dance, this kills every enemy on screen and it also makes a butterfly appear who can help at some points. these dances are just a joy to look at

Sound 10/10
the game is made by sega, the people who composed the sonic soundtracks
and the game is about music
it would make no sense for the music NOT to be good. and, big shock, this is an amazingly catchy soundtrack. even if you don't like the genesis soundchip, it's all good music

addictiveness: 8/10
I doubt this will be addictive to everyone, but it is for me. you see, at the end it it rates your score using a scale, on my first playthrough, I only got 3 bars out of lord knows how many. I'm the type that goes for high scores and I'll gladly play the game again until I see the reward for getting a perfect score at the end. if you aren't that kind of person, I still recommend 1 playthrough

story: 5/10
"Tempo is a grasshopper who lives on Planet Rythmia, the world of music. Unfortunately, the malevolent King Dirge is trying to steal all the rhythm from the planet. It's unclear as to how a creature with no appreciation for music became King, but it's up to Tempo to stop him!"
that's the story, do you get anymore in game? nope, I only rate the story as high as it is for being somewhat original. also, it's a retro platformer, did you expect something grand?

depth: 7/10
the game generally allows you to chose the order in which you beat levels. but this isn't megaman. you only pick the order for the first three levels, and then the next two will become available and you can chose the order you do those as well, but that's all your given in terms of level order freedom. the depth gets a high score for having multiple endings as well, it's only seven because the endings can be considered "a winner is you" type deal.

difficulty: 8/10
this game is not easy, unless you know everything. I had to use save states on my first playthrough, but it isn't impossible to do a run without them. in fact, I think I just sucked. some enemy patterns and control quirks might get to you, such as those heart enemies, water, most bossfights, etc. thankfully, you can increase your health by finding headphones. and they aren't exactly hard to find, as I had max health by the end of my first playthrough. while the game may seem cutesy, it isn't kirby-easy by any standard.

overall: 10/10
I love this game, and though that may be due to my general love for music themed levels in video games, you have to be soulless to get zero entertainment out of this. as the title suggests, this game has easily become my favorite platformer. I truly wish this game got more publicity, and that america got the saturn sequel for this game. (hey david, mind adding a saturn emulator to the site?)

anyway, I think anybody who likes platformers, music, or both, will like this game
Member

Affected by 'Laziness Syndrome'

Registered: 07-25-12
Last Post: 3381 days
Last Active: 999 days

01-17-13 08:15 PM
| ID: 725937 | 7 Words

joeandson
Level: 13


POSTS: 20/24
POST EXP: 3074
LVL EXP: 8174
CP: 426.5
VIZ: 4043

GameBoy1023 : eagle-land
edit: CRAP! ALWAYS L8
GameBoy1023 : eagle-land
edit: CRAP! ALWAYS L8
Member

Affected by 'Laziness Syndrome'

Registered: 07-25-12
Last Post: 3381 days
Last Active: 999 days

01-17-13 07:31 PM
| ID: 725900 | 15 Words

joeandson
Level: 13


POSTS: 19/24
POST EXP: 3074
LVL EXP: 8174
CP: 426.5
VIZ: 4043

GameBoy1023 : donkey kong, easy.
however, mario brothers was the first one where he was called mario
GameBoy1023 : donkey kong, easy.
however, mario brothers was the first one where he was called mario
Member

Affected by 'Laziness Syndrome'

Registered: 07-25-12
Last Post: 3381 days
Last Active: 999 days

01-16-13 12:16 AM
| ID: 724596 | 42 Words

joeandson
Level: 13


POSTS: 18/24
POST EXP: 3074
LVL EXP: 8174
CP: 426.5
VIZ: 4043

(Pretty sure I'm battling the genius who thought all Gen 1 starters was a good idea)
Go hydreigon! Use fire blast!
venusaur fainted
use surf!
charizard fainted
use thunder fang!
blastoise fainted
there, back to normal, no more triple battle here >=3
(Pretty sure I'm battling the genius who thought all Gen 1 starters was a good idea)
Go hydreigon! Use fire blast!
venusaur fainted
use surf!
charizard fainted
use thunder fang!
blastoise fainted
there, back to normal, no more triple battle here >=3
Member

Affected by 'Laziness Syndrome'

Registered: 07-25-12
Last Post: 3381 days
Last Active: 999 days

01-14-13 11:18 PM
| ID: 723919 | 11 Words

joeandson
Level: 13


POSTS: 17/24
POST EXP: 3074
LVL EXP: 8174
CP: 426.5
VIZ: 4043

Thanks everyone! It was control 0
edit: Jordanv78: rgr 2.0 didn't work
Thanks everyone! It was control 0
edit: Jordanv78: rgr 2.0 didn't work
Member

Affected by 'Laziness Syndrome'

Registered: 07-25-12
Last Post: 3381 days
Last Active: 999 days

01-10-13 09:56 PM
| ID: 720781 | 76 Words

joeandson
Level: 13


POSTS: 16/24
POST EXP: 3074
LVL EXP: 8174
CP: 426.5
VIZ: 4043

The games are too small for their window when I use the rgr plugin. There's a thick backwards white L in the bottom-right corner of the game, it does not obstruct the game or the instructions (press esc for control customization etc.). I can drag the corner of the window to kinda get rid of it, but this also obstructs the chat (which I always use). Please help, this happens in every game, for every console!
The games are too small for their window when I use the rgr plugin. There's a thick backwards white L in the bottom-right corner of the game, it does not obstruct the game or the instructions (press esc for control customization etc.). I can drag the corner of the window to kinda get rid of it, but this also obstructs the chat (which I always use). Please help, this happens in every game, for every console!
Member

Affected by 'Laziness Syndrome'

Registered: 07-25-12
Last Post: 3381 days
Last Active: 999 days

11-22-12 11:12 PM
| ID: 692188 | 22 Words

joeandson
Level: 13


POSTS: 15/24
POST EXP: 3074
LVL EXP: 8174
CP: 426.5
VIZ: 4043

joeandson 
my only mistake was a space at the end, I went VERY slowly and used a pecific bone in my elbow
joeandson 
my only mistake was a space at the end, I went VERY slowly and used a pecific bone in my elbow
Member

Affected by 'Laziness Syndrome'

Registered: 07-25-12
Last Post: 3381 days
Last Active: 999 days

10-20-12 03:13 PM
| ID: 676122 | 18 Words

joeandson
Level: 13


POSTS: 14/24
POST EXP: 3074
LVL EXP: 8174
CP: 426.5
VIZ: 4043

megamanmaniac : the text is black because I uses the spoiler format for that segment, highlight it to see
megamanmaniac : the text is black because I uses the spoiler format for that segment, highlight it to see
Member

Affected by 'Laziness Syndrome'

Registered: 07-25-12
Last Post: 3381 days
Last Active: 999 days

10-20-12 12:08 PM
| ID: 676016 | 176 Words

joeandson
Level: 13


POSTS: 13/24
POST EXP: 3074
LVL EXP: 8174
CP: 426.5
VIZ: 4043




Here's some food for thought... what if there was a Rom-hack for sonic 3 that recreates levels from sonic adventure? The engine and save system would be the same and the levels would be sonic's levels in their original order (with hot shelter tossed in after lost world). Just imagine flying through windy valley zone act 2 as tails. The bosses would probably be put into each act 3, here I'll post the zone-boss chart. highlight it to see

Spoiler:
emerald coast - chaos 0
windy valley - egg hornet
casinopolis - egg walker
ice cap - knuckles (if you play as knuckles, you get to fight sonic)
twinkle park - chaos 4 (the stage has water and knuckles had to be somewhere)
speed highway - egg walker
red mountain - gamma
sky deck - chaos 6
lost world - none (or a new boss)
hot shelter - beta
final egg - egg viper

Hackers like markeyjester show us just how much you can edit the game. At this point, this seems possible.



Tell me what you think!












Here's some food for thought... what if there was a Rom-hack for sonic 3 that recreates levels from sonic adventure? The engine and save system would be the same and the levels would be sonic's levels in their original order (with hot shelter tossed in after lost world). Just imagine flying through windy valley zone act 2 as tails. The bosses would probably be put into each act 3, here I'll post the zone-boss chart. highlight it to see

Spoiler:
emerald coast - chaos 0
windy valley - egg hornet
casinopolis - egg walker
ice cap - knuckles (if you play as knuckles, you get to fight sonic)
twinkle park - chaos 4 (the stage has water and knuckles had to be somewhere)
speed highway - egg walker
red mountain - gamma
sky deck - chaos 6
lost world - none (or a new boss)
hot shelter - beta
final egg - egg viper

Hackers like markeyjester show us just how much you can edit the game. At this point, this seems possible.



Tell me what you think!









Member

Affected by 'Laziness Syndrome'

Registered: 07-25-12
Last Post: 3381 days
Last Active: 999 days

10-14-12 10:03 PM
| ID: 672778 | 11 Words

joeandson
Level: 13


POSTS: 12/24
POST EXP: 3074
LVL EXP: 8174
CP: 426.5
VIZ: 4043

ehh... Johnny, Marine, Big, and Omochao. they're all annoying and pointless
ehh... Johnny, Marine, Big, and Omochao. they're all annoying and pointless
Member

Affected by 'Laziness Syndrome'

Registered: 07-25-12
Last Post: 3381 days
Last Active: 999 days

10-13-12 02:18 PM
| ID: 672010 | 17 Words

joeandson
Level: 13


POSTS: 11/24
POST EXP: 3074
LVL EXP: 8174
CP: 426.5
VIZ: 4043


Ktanaqui : actually, it's joe. anyway, I got into minecraft because I heard anout it endlessly from everywhere

Ktanaqui : actually, it's joe. anyway, I got into minecraft because I heard anout it endlessly from everywhere
Member

Affected by 'Laziness Syndrome'

Registered: 07-25-12
Last Post: 3381 days
Last Active: 999 days

09-24-12 11:34 PM
| ID: 658038 | 22 Words

joeandson
Level: 13


POSTS: 10/24
POST EXP: 3074
LVL EXP: 8174
CP: 426.5
VIZ: 4043

I was unlucky enough to get my first shiny in black and white while I was audino grinding... guess what it was...
I was unlucky enough to get my first shiny in black and white while I was audino grinding... guess what it was...
Member

Affected by 'Laziness Syndrome'

Registered: 07-25-12
Last Post: 3381 days
Last Active: 999 days

09-24-12 11:25 PM
| ID: 658035 | 95 Words

joeandson
Level: 13


POSTS: 9/24
POST EXP: 3074
LVL EXP: 8174
CP: 426.5
VIZ: 4043


I guess I'll be the odd-man out. My favorite video game character is blaze (from the sonic series). Pyro-kinesis is cool and all, but I like her because she doomed herself to a life of loneliness according to sonic rush and isn't so broody like the other fan-favorate, shadow. I also notice that she's the only sonic character who hasn't been done wrong or been annoying in any of the games she's in. seriously, even in sonic 06 she's the best character to play (not that that's important). so yeah, I leave you with rage 

I guess I'll be the odd-man out. My favorite video game character is blaze (from the sonic series). Pyro-kinesis is cool and all, but I like her because she doomed herself to a life of loneliness according to sonic rush and isn't so broody like the other fan-favorate, shadow. I also notice that she's the only sonic character who hasn't been done wrong or been annoying in any of the games she's in. seriously, even in sonic 06 she's the best character to play (not that that's important). so yeah, I leave you with rage 
Member

Affected by 'Laziness Syndrome'

Registered: 07-25-12
Last Post: 3381 days
Last Active: 999 days

09-24-12 11:12 PM
| ID: 658029 | 7 Words

joeandson
Level: 13


POSTS: 8/24
POST EXP: 3074
LVL EXP: 8174
CP: 426.5
VIZ: 4043

Mine craft. It must be Mine craft.
Mine craft. It must be Mine craft.
Member

Affected by 'Laziness Syndrome'

Registered: 07-25-12
Last Post: 3381 days
Last Active: 999 days

09-24-12 11:05 PM
| ID: 658026 | 43 Words

joeandson
Level: 13


POSTS: 7/24
POST EXP: 3074
LVL EXP: 8174
CP: 426.5
VIZ: 4043

Mine is tails. But I suck so much that he might as well be called fails.  but still, I think in actual smash they should have 2 characters from each 3rd party series. The only problem is thinking of a metal gear character
Mine is tails. But I suck so much that he might as well be called fails.  but still, I think in actual smash they should have 2 characters from each 3rd party series. The only problem is thinking of a metal gear character
Member

Affected by 'Laziness Syndrome'

Registered: 07-25-12
Last Post: 3381 days
Last Active: 999 days

09-24-12 11:00 PM
| ID: 658024 | 9 Words

joeandson
Level: 13


POSTS: 6/24
POST EXP: 3074
LVL EXP: 8174
CP: 426.5
VIZ: 4043

Sonic adventure 2... I'm doomed to raging replies, huh?
Sonic adventure 2... I'm doomed to raging replies, huh?
Member

Affected by 'Laziness Syndrome'

Registered: 07-25-12
Last Post: 3381 days
Last Active: 999 days

08-05-12 12:02 PM
| ID: 629649 | 10 Words

joeandson
Level: 13


POSTS: 5/24
POST EXP: 3074
LVL EXP: 8174
CP: 426.5
VIZ: 4043

I changed my browser to Google chrome. it works now
I changed my browser to Google chrome. it works now
Member

Affected by 'Laziness Syndrome'

Registered: 07-25-12
Last Post: 3381 days
Last Active: 999 days

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