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Mega man battle network
Mega man battle network








mega man battle network mega man battle network mega man battle network

Expect to spend plenty of time getting lost because you have no idea where to go. The second gimmick is that the majority of the dungeon is fucking invisible. I already covered the problems with this. The first, as mentioned in the last update, is that MegaMan's HP will stop restoring itself automatically once the battery dips below a certain level. This dungeon has multiple horrible gimmicks stacked on top of each other like a Jenga tower made of turds. Honestly, this won't be nearly as awful as it is on the GBA because I have savestates and will be abusing them mercilessly. I just wish I hadn't recorded the audio at such a low volume out of concern that my screams would be too loud. And ends with a "certain event" that nearly made my heart explode from anger before I realized what was going on. Nothing can make me, you hear me!? Seriously, fuck the Power Plant.īecause this is what the thread's been building up to, I've included a "highlights reel" which features audio commentary to go with some of the screenshots. And with an emulator, save-states would make the battery puzzles vastly easier. Mind you, it's been years since I played the game, so it would probably be less hellish now. I absolutely refuse to LP MMBN1 because of the Power Plant. The background music is seared into my fucking brain, I can list all the enemies in vague-ish terms because viruses didn't actually have names displayed in that game, etc. I'm not willing to LP MMBN1 solely because of this evil fucking dungeon. Let's start with some perspective: I was willing to LP MMBN4. From halfway into the MMBN5 LP, December 20th 2010: posted:










Mega man battle network