That leap of faith

>that leap of faith
this game is bullshit.

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what the FUCK

there was literally NOTHING I COULD DO

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Someone post a webm of the bombs and the pillars

Yes it is

Due to the low resolution of the screen of the GBA the zero series is known to have many unfair leap of faiths, not sure if they got fixed in the legacy collection

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It's pretty obvious unless you're a retard.

All speedruns of this game are secretly tool assisted, lame

>>that leap of faith
Those spike where heavily telegraphed (unlike crystal cave ones)..

"There a lot of spikes in that area, this mean that there is a trap below that ladder"

Play it on an emulator and rewind. Problem solved.

hahahahaha dumb fuck

That's why you play these games on emulator and save state before stage starts and boss starts. Don't like your rank? Replay the level at a click of a button.

>inticreates are the masters of 2d action lmao

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Or you can just use the save assist feature from the legacy collection

Welcome to all the Zero games that suffered from massive screen underscan. Mega Man & Basd suffered from this problem, as well.

I laugh every time something like that happens to me. It is so bad, it is funny.

The game was design with the GBA screen in mind. Inti could give indicators of spikes and bottomless pits but they didn't.

>he doesn't use Putick

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>using save states
You're not experiencing the game as it really is.

WOOOOOOOWWWW I DIDN'T EVEN DO ANYTHING

This is the Legacy Collection.

MEGEMEN WERE SHET

You are a retarded purist.

Based informative poster.

there's a solution to this
>save state b4 jump
>load state after death

I'm experiencing the game as it should be

I have to agree with this.
If you weren't anticipating a spike trap off a sudden ladder drop off in an area littered with spikes, I don't know what to tell ya.

Is this Zero 2? Because the first two games had this problem the most.

Yeah, it's Zero 2.

Dropped onto the spikes without holding left which wouldved saved you and or slow your descent by the wall.
Refused to ascend the wall to be careful and jumped early into the spiders bullet

You deserved it, retard.
Zero isnt for your kind.

>NOTHING I COULD DO
Ascend to the top with a charged buster and fire at anything up there before making a leap of faith?

I don't understand the confusion. This shit was always in the X games

You can see the ground here.

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bruh you didn't stop on the very last pixel of the ladder
of course you couldn't see the platform

You keep playing carelessly and taking the easy, schmuck-bait route. Climbing down a ladder? Just drop off. See the next platform? Immediately jump off the wall to it.
Don't do that.
Playing slow and careful works most of the time in Mega Man. Going fast is for when you know the layout.

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Dropping and holding left would be a retarded move, as there are spikes to the left of the ladder. Holding left could easily make you smash into them.

The spikes are not visible from the ladder, even the floor/lack of floor is not visible until you are falling off the ladder, and from that webm it's about a third of a second between falling off that ladder and hitting the spikes, so you have at most a quarter of a second to take in new information and react.

Or you die once and won't die again. But that's not good game design to have gotcha bullshit.

>idiot retard trying to go too fast and dying

You are not cool. You are not a pro gamer or speed runner. Who are you trying to impress, retard?

CHAIN ROD CHADS, RISE UP
why didn't you jump off the ladder to the right and used your CHAIN ROD on the wall, bro?

you should have took the leap after doing a dash so you can keep the speed in the air, is always a good idea to have speed in those situations and also you could have reach the left wall

>doesn't dash when wall kicking
you ALWAYS dash wall kick my man. besides, it was a long time ago but doesn't this game have some equipment to erase bullets with the sword?

there's no reason to go slow in this game, walk speed is pretty slow, maybe it will fuck you up because the screen doesn't show pretty far, but staying in the air with a snail pace will do those things on those webms. First webm is still bullshit though.

That's some bullshit right there.

I know you posted this as bait but you can actually drop down to the left and catch the side.

The Zero series isn't as braindead easy as the X series, so Xfags just blame their lack of skill on screen crunch, despite the fact that the game was designed around the GBA screen. Just look at how many people say the factory level has blind jumps. There's only very few instances where screen crunch is a legitimate problem in the Zero series, like the big drop in the middle of Harpuia's stage in Zero 2.

>Just look at how many people say the factory level has blind jumps.
And that's true, there are certain spots, which are optional, where you can't see the moving platform things, so you just gotta have a lot of luck when dropping into them.

This is the reason why you don't compromise with casuals. I got an S rank my first time through Zero 2, took about 10 hours.
Actually why the fuck are casuals whining about Zero series now, they added easy fucking checkpoints to the game now.

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You can see where the floor is before you let go of the ladder if you aren't impatient. You choosing to drop into the unknown when there is a visible platform is your own problem.

False, there's always a wall you can slide down far enough to see where the moving platforms are.

>Legacy Collection only lets you bind certain keys on the keyboard
For what fucking reason? Even GBA emulators are better than this.

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I'm sure there's at least one part where you can go up and pick up some EC and you can slide down a tiny platform, but you can't slide down far enough to actually see the platform, I think it's the very first optional part.

>Megaman & Based

The first and third area both have walls you can slide down. The second area is a little higher up and while you technically can see them from the wall, it's extremely tight to do so without also falling. However, the second area is a spot where the platforms are raising/lowing into the pit so you can just fall straight down and always land on a platform.

How the fuck is this fun? Even if it's fair (it's not), how does putting the spikes there accomplish anything except make the game more frustrating?

> Why do games have to be challenging and not just only give me a false sense of danger but never actually impede my progress?!?!?
Go play DnD at a sanctioned event then.

Been trying to play these games on a emulator but I just can't do it on keyboard.

>Challenging
>Randomly die because you don't know there's spikes at the bottom, now that you do you'll never fall for it again
Wow it's just like dark souls! I'm so hardcore!

gentlemen
twitter.com/giwono/status/1239255771554045952

Don't you have a controller?

If you progressed with due caution, you'd be able to avoid the spikes. If you didn't, and died to them, now you'll be more cautious in the future. It's almost as though experiences conveyed through level design can have an impact on how the player interacts with other parts of the game, and the fact you can only ever be tripped up by the spiked floor here once does not make it inconsequential.

That is, indeed, bullshit.

Ah yes of course, just hold the direction directly towards the spikes 2 inches from your face because there MIGHT be spikes below you. Sounds like a very good idea.

This one is not bullshit.

HNNNNNNGGGGG

MMZ thread?

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Mega Man games are full of bullshit like this.
The X series had this too.

I assure you all the geniuses in this thread that apparently did a no death run on their first try actually died to all those spots. The zero games aren't good, most people blame the tiny GBA screen but the devs knew the size of the screen while the game was being developed, they simply fucked up.

Being able to identify what is fair and what is not has nothing to do with whether you were able to avoid every obstacle in the entire game on your first try.

How do you even die to this boss? What the fuck.

not at hand, no.

Admittedly, the OP example is not the most bullshit one in these games, but the games are not masterpieces of level design, they do have a lot of leap of faith moments, X5 in particular has a really bad one near the end.
The X and Zero games have a lot of shitty moments, like the one in Zero 1 where you have to jump on moving platforms that you can't see.

Both of these can be solved by playing more carefully rather than trying to sanic through the level. In the first one you can see safe ground while hanging from the bottom portion of the ladder. In the second one the bullet is moving fairly slow and at an angle so you can bait the shot and then move in.

You can see the moving platforms in that stage. I don't care about the X games, the Zero series has no truly blind jumps, only traps for impatient players.

Why is Zero 4 so shit?

megaman was never good

you were never good at megaman

You sound tasteless.

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i was never good post X3 in the X series.

Starforce 2 was the only good megaman game.

>Both of these can be solved by playing more carefully rather than trying to sanic through the level
Mega Man Zero is much more fast paced than classic Mega Man, of course you'll want to keep the flow going.
The level design would be much more enjoyable if it was made clear to the player what the obstacle ahead is, instead of the obstacle itself just being something you couldn't see, playing the game without stopping every few seconds is much more fun, even if it does punish you for it.
>traps for impatient players
How is going fast in a fast paced game bad? This isn't Dark Souls or some shit like that, it makes sense in that kind of game because you are rewarded for carefully examining your surroundings, Mega Man Zero is an action side scroller.
I'd rather get killed every now and then to something I can't see than play Mega Man Zero slowly.

I started playing zero, got to the end of the train and found a shitty leap of faith spike pit with a doorway tucked inside it to the right. No way to see either the door or the pit from the top.

Should I emulate them or get the Collection? Also whats the best way to play the X series?

Zero actually encourages you to go fast 90% of the time. People who say otherwise are full of shit. You need to go fast for S rank.

I beat bith zero1 and zero 2 and frankly they are just not that good. The games are very flawed.

The games are very enjoyable, don't let moments like that get in the way. They aren't all that common.
Yeah, it does, but some moments require you to know what's ahead.

People will say "git gud" but yeah this games are badly designed, the difficulty is not the issue but the lack of proper design around said difficulty is the issue.

>I'd rather get killed every now and then to something I can't see than play Mega Man Zero slowly.
Then do so? The only things that can instantly kill you are spikes, pits, and crushing. Crushing is remarkably rare in this series, and spikes and pits are both vertical hazards in a series where you primarily move horizontally. Being wary of those kinds of hazards does not require you play at a snail's pace, only that you be careful when descending, and in most cases all that means is getting to the bottom of a ladder before dropping off of it, or sliding down a wall rather than just falling.

Most retarded take on the whole thread. A couple stupid screen don't ruin the whole game.

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Zero 3 is the best in the series, don't stop now. The collection even gives you a checkpoint system if you're getting too frustrated.
There are badly designed obstacles but the games are not bad.
>Then do so?
I do, actually. I love these games.

You basically need to memorise the layout of every level through trial and error to avoid those unfortunate situations. They're fun games, but such a big flaw prevents them from reaching the heights of classic and x IMO. It's a shame; Zero is really fun to control and the levels are designed around his toolset unlike the X games.