I believe the huge bosses with the black backgrounds on NES were them using a trick to make the bosses so big. The NES would have trouble making such huge sprites, so many of those bosses are actually just the backgrounds with some small elements being sprites. So the giant gutsman tank is made of mostly a background serving as the tank while the mouth is a sprite you shoot.
Yes, this is correct. The NES only supports 64 sprites across the entire screen, all of which must be 8x8 or 8x16 pixels in size. To construct such a large boss from sprites would require more sprites than can be displayed onscreen at once, and extremely nauseating flicker (with only parts of the boss visible on any given frame) would need to happen to see the entire boss. The bosses are indeed implemented using the background tiles. I have not dug into Mega Man's code at all, so I can't say this for sure, but they may have also used such repetitive floor tiles so they could set the X scroll offset for the entire background to move the boss. Without this, they would need to change the background X scroll mid-frame to keep the floor from scrolling as the boss moves (which can be done, but is a bit glitchy; see SMB 3's status bar for an example of this.)
@@michaelcalvin42 I believe the reason that SMB3's status bar is glitchy is because SMB3 has both X and Y scrolling. The original SMB also has this same X-Scroll inhibit going as well... just look at the status bar at the top of that game. The way they do it is by having the 0th index sprite be at the Y point that they want the scroll to stop at. This way, when the NES detects the 0th index sprite, they can quickly stop the background from scrolling. I'm not sure why it's done this way, as on a system the the Sega Master System it is done quite differently, but on the NES, this is how it was done. The 0th index sprite in this boss battleis most likely on the floor below the gutsman robot, as Megaman doesn't have any status bars at the top of the screen. The health and energy are made up of sprites. Although the pattern of the floor has no vertical lines, so maybe they didn't bother with the 0th index sprite
@@Bofner Yeah, sprite 0 hit is definitely one way to seamlessly change background scrolling. For the status bar, I believe SMB3 uses an IRQ-based approach via the MMC3 chip (feel free to correct me if I'm wrong), which leads to the glitchy appearance, as timing is not 100% perfect using this method.
@@michaelcalvin42 I believe you're correct, actualy. I'm not NES programmer (Master System is more my thing) but Displaced Gamers has a lot of really good videos on a lot of the more interesting hardware tricks in popular NES games and how they were programmed. I believe he has one on SMB3 if I'm not mistaken
@@Bofner I knew I'd seen it somewhere. I figured it either had to be Displaced Gamers or RGME. I'm not an NES programmer either, but I do love computing systems from the 8-bit and 16-bit eras and have some 6502 and embedded system programming experience.
4:30 Actually, the reason the bigger bosses don't have backgrounds is because they *are* the background. Since the NES couldn't display sprites that large, the bosses were instead made of background graphics, which are scrolled left and right to simulate movement. If there was anything other than a solid colour behind them, it would move with them, which would look weird. That's also the reason why the floor in the Guts Tank boss fight is made entirely of horizontal lines; it's actually scrolling along with the boss, but you can't tell because of the way the graphics look. Bosses in later entries in the series would make use of the NES's parallax scrolling capabilities, which is why some of them are able to move up and down, and why the floors in their boss fights don't scroll.
Something to note about the Wily Tower bosses. The Genesis Unit are based on the major characters from the Chinese story Journey to the West. The initials at the ends of their names refer to the Japanese names of those characters. Buster Rod G is the monkey king, Sun Wukong (Son *G*oku in Japanese). Mega Water S is the River demon Sha Wujing (*S*a Gojō), and Hyper Storm H is the shape shifting pig Zhu Baije (Cho *H*akkai)
I can't help but wonder if some of the more bizarre tweaks and changes were somehow related to the fact that they decided to add Wily Tower. To support all of the weapons from all 3 games, they probably had to combine the engines from all three games into a cohesive superset of engine features, and that may have necessitated some tweaks.
Weird fun fact: Every boss in the Wily Wars remakes has damage values programmed for every weapon from all three games. A scrapped reward for beating Wily Tower? Just a failsafe? Who knows. So many of the changes in WW feel like Minakuchi was eyeballing existing copies of the NES games and not actually having source code to remake.
Yeah, perhaps you'd have been able to play through any of the games with your custom weaponset as a reward; rather than that feature being relegated to only the new "Journey to the West" robot master stages. That would have been really neat.
Some of the values match up pretty sensibly. Rolling Cutter, Metal Blade, and Shadow Blade all do the same damage to most bosses across games, and Hard Knuckle and Super Arm do similar damage. But then… there's mismatched ones like Atomic Fire doing radically different damage or having much different effects against some bosses. Fireman and Heatman get _healed_ by Atomic Fire, but only Heatman gets healed by Fire Storm, for example! Yep… Some seem entirely intentional, some seem corresponding, and a few seem arbitrary…
I think the dev mentioned that they're making a tower? I forget for sure if that was confirmed but I know that it will have a dedicated "remix" mode with a similar concept (new stage layouts and unique bosses).
Fun fact: In mega man 2 there is a way to smuggle one crash bomb past the boo beam boss by hitting the left breakable wall and boo beam at the same time. This one crash bomb is enough to one shot the annoying wily machine 2 phase 2 if you hit below the cockpit while he is moving backwards.
There's a fan-made sequel to Wily Wars, remaking Mega Man 4,5 & 6 in the Genesis style. Although, it's still in development at the moment I'm writting this and only Mega Man 4 is available. It also include a few gameplay changes that you can choose to use as well as other playable characters
Presumably there were plans at some point to have the Genesis Unit give you weapons too. Check out track 72 in the sound test: it's not used in the game at all. There's no way to be sure, but it sounds like it was intended to be Wily Tower's Weapon Get theme, especially since it comes right after the Wily Tower boss theme.
Just avoid the Atgames rereleases... they literally didnt include a battery save nor a battery save emulator, so you cant save your progress AND thus can't unlock wily tower!
There was Sega Genesis mini that included Wily Wars. The physical release by Retro-bit (20k units made) The release on the Nintendi switch online service Also in some of Atgames handheld but no one wants those.
@@RetroPiero I have the Retrobit release. You are jealous because you don't have one. I can tell. Let the anger flow through you. Feel the hatred and strike me down to claim your prize.
The thing is that this is the fixed version of the game, the original genesis release suffered from unexplained slowdowns and had slippery controls The genesis mini release supposely fixed those issues
4:31 the reason for the nonexistant backgrounds is that parts of the bosses are actually background tiles that move in sync with the sprites (AKA the animated parts like gutsdozer's mouth) because if the entire boss was made out of sprites, not only would it flicker like crazy but it also would be unplayably laggy
The Wily Tower was always such a cool concept, wish they made a lengthier game based around it, though with how many powers there are now maybe that becomes a bit crazy
I love the Wily Wars approach of being able to create your own weapon load out is so much fun even if it is only very short lived in the tower, it is super cool!
The Magnet Missile is actually way worse that what you described it to be. It treats every projectile in the game as a target. Every enemy that fires something becomes way harder to hit than they should be.
That Pause Glitch in Mega Man 1 actually had a feature that if you pause and just wait a few moments (like a minute or so), and unpause, the Bosses would be defeated. No pause/unpause required. Wily Wars was quite a unique experience when I finally did get to play it. I had heard about it and the Sega Channel back in the day, but never got to experience that one. Managed to play this on a Genesis Mini.
I really like the idea of the Wily Tower. To me, it's more of a reward or a bonus for making it through the whole collection, and now the player gets the freedom to use what they've learned from the other games to challenge this side content. It may not be well balanced, but it has a lot of replayability (or it would if it didn't lock you out of it after completing it, that's a little unusual but it's not the only game I've seen do something like that). I'd honestly like it if more collections did things like this.
It's a nice running theme for the collections to have a lot of side content that they didn't have to include, part of why I love the series in spite of all the other bizarre choices and occasional missteps
The yellow devil wall sounds more like a compromise to me rather than a mistake or oversight by the devs. I'm sure they knew about the trick during development (considering all the attention to detail you've pointed to elsewhere in the video) and had figured players would want another easy way out as a secret way to win, right? They take one away, and give us a new and different one, that seems intentional, assuming that they knew about the exploit from the original game.
Did you know that someone is giving the wily wars treatment to 4 5 and 6? It’s called the sequel wars. And so far megaman 4 is now fully remade with 5 being in progress. And they include really nice features too🥰
I've seen a ton of Mega Man game reviews, and yours are by far the best ones. The way you go into detail about various tricks and lesser known facts is great, I'm actually learning new stuff. Keep it up!
A big part of why the backgrounds were all black in the Mega Man 2 boss fights was so that they could use more colors per palette on the 8x8 tiles the sprites are made up of. Normally each palette would have black for outlines in Mega Man's NES artstyle, all black background means you can actually just leave the outlines as transparent pixels and add an extra color to the palette. This is also the case with the Koopaling fights in Super Mario Bros. 2, the battle backgrounds in Dragon Warrior 2-4, and why player characters in Final Fantasy have more colors in battle than outside of battle (White Mages having a red hem on their robes instead of all white, Black Mages having two shades of brown on their hats, Fighters having small white highlights in their armor and boots). In fact, once you understand this you see it used all over the place on the NES.
Honestly this game has a slight bit of jank, but it's still pretty great. The Wily Tower is genuinely some of the best classic Megaman you can possibly play.
Wily tower world record holder here. The funny thing about the spark shot is that against iron ball (Wily fortress stage 2 boss) if you keep shooting him during his I-frames you can constantly deal damage and kill him much quicker than any of his other weaknesses. So in the speedrun there is a use for the spark shot funny enough. Shows the difference between casual vs expert.
If I recall correctly, there's simply no need to have Thunder Beam over Spark Shock throughout _Wily Tower,_ period. Wily Machine W's second phase is immune to it, sure, but that phase is much weaker to Fire Storm, Atomic Fire, or Hard Knuckle anyway, so…
@@JoLiKMC funny thing is that taking thunder beam is useful in the speedrun because it’s the fastest way to kill wily in his first and third forms. You can hit the first form with it before the platforms raise because of its height.
Wily Tower reminds me how much I would ADORE a MM game where we could chose our load outs and tackle however. Do wacky things like only use shield weapons. Or only time stoppers. These remakes were fun.
Been loving this series so far, and it's rare to see someone actually dive into Wily Wars instead of just giving it a cursory glance! I've appreciated the Genesis Unit a lot more since finding out that they're all based on Journey to the West, with the trio being Sun Wukong, Pigsy, and Sandy. Buster Rod G does tons of Wukong things, from the extendable staff to sending out bunches of clones!
Had Sega Channel as a kid. Always liked playing this when it was available, but didn't learn that there was no physical version in the US until years after Sega Channel was discontinued. It apparently had a lot to do with Sega trying to entice people to buy Sega Channel for exclusives if I recall. Another one of these exclusives I remember was Game Freak's Pulseman, which unlike Wily Wars, did at one point get a Wii Virtual Console release in the US. The biggest frustration with the Sega Channel release was your Save Data wasn't really saved. The adapter you would plug into the Sega Genesis would download the Game from the server, but once you would shut off the system, the adapter would no longer hold the Game or it's save data, and you'd have to download the Game again and start from scratch. Unless you were playing from start to finish in one sitting, I believe it was rare most people ever got to Wily Tower. I didn't even know Wily Tower was a thing until playing the collection on emulator some years later. I also particularly remember Sonic 3D Blast being released close to the end of the service. They split it into 2 parts with Zones 1-4 being on Part 1, and Part 2 having the rest and requiring a password you got at the end of Part 1 to carry over progression. I believe one the game's developers said it had to do with limitations on how much Game Data could be downloaded to the adapter. When Games would download/begin booting up, they would show a bunch of tips and cheats for various games available at the time. I remember getting a password for Sonic 3D that gave you 6 of the 7 Chaos Emeralds, and bunch of lives and continues. I also remember a particular "tip" saying you couldn't use the Game Genie (which Sega licensed unlike Nintendo) with the service or it's adapter.
4:30 Actually the big bosses ARE the background. It's a common trick they did on the NES where you make the boss the background and make the rest black then you use the scrolling function to move it around. The Genesis and SNES actually continued that trend as while their sprite capacity was higher having giant bosses could still cause lag and flickering. The difference is that they had multiple background layers. So that meant they could have a giant boss as a background and a normal background behind it. When it comes to old consoles power isn't as easily defined. Modern electronics use standardized archetectures so power determines what it can do. However in the 1980's and 90's consoles had hardware specifically designed to display sprites and backgrounds. The NES did not have the processing power to scroll backgrounds so it had hardware in it specifically designed to display tiles and move them around which was called the PPU. This hardware meant that using background tiles was not optional, it was how the system worked. The SNES was the same way which let to some problems when it came with pseudo-3D or 3D games. Which is why it needed enhancement chips to do these things.
Wily Tower alone was unique enough for me to play through the games again when I was younger. Glad this review exists from your perspective and experience Pikasprey!
I'm left to wonder the reason why Protoman was left small was because of some of the areas you fight him in if he was a bit bigger it might have been too hard to deal with him. Also, for Megaman 1, I think the score was added in due to them working on mostly arcade titles before Megaman got released. Probably a force of habit on that one. As some mentioned for the large bosses not having backgrounds, they likely used the background layer to render the boss since the NES couldn't draw a sprite that large. One thing I've noticed is that it feels like the projectile speed for ALL attacks are slower, which might explain why your buster feels like it shoots slower, because the projectiles are simply moving slower. Honestly, I'd love to see a Wily Tower, but maybe have something like a budget and have some really powerful weapons cost most of the budget, making it that it's hard to just cheese the stages.
20:03 This is inaccurate, because in the NES version, needle cannon was actually a bit more useful, because it was a rapid fire weapon, meaning you could keep your finger on the trigger and not have to mash dps.
wily tower sounds amazing, despite the issues. I am not a big magaman fan, but being able to take everything you earned from 3 whole games probably feels amazing!
What a supremely stellar video, absolutely worth it! Watched it a few times to get all the details, you jammed a ton of amazing info into it thank you so much~
Yes the NES black backgrounds were a trick to make big bosses. The way they did it was the majority of those big bosses were actually background information. The part you attacked was actually the sprite, not the entire thing. If you ever get sprite flicker youll notice only the part you attack seems to flicker.
5:59 So to my understanding, the version of the game on NSO and the Genesis Mini is actually just the original release, but the emulated CPU is overclocked significantly to eliminate slowdown. The original release on original hardware is infamous for the rather egregious slowdown, it's extremely noticable. There is another official release, a Limited Run x Retro-Bit collaboration from a year or two ago, where they actually went back and modified the game to try eliminating some of the slowdown issues. It's certainly better, but it's still pretty egregious without that CPU overclock. As for versions with save issues, I believe that just comes down to shoddy reproduction cartridges. Kind of a shame, as it keeps you from playing Wily Tower.
I think the backgrounds of the large bosses in Megaman 2 were black to save on colors. Since the background was black, they didn't have to find a way to have black in the sprites themselves, effectively giving the sprites one more color than they're "supposed" to due to hardware limitations. If there was a background, anything black on the Gutsdozer would be shown see-through instead.
It's because the bosses _are_ the backgrounds, with sprites for a select few elements, as the NES couldn't do very many sprites on-screen without flickering and slowdown.
They were black because the bosses **were** the backgrounds. If you ever pause the game and notice that body parts of the bosses disappear grotesquely that's why, because the disappearing parts are actually the sprites. If, say, Guts Tank had more to the background, the entire arena would have to move around instead of just the boss itself. Sometimes it's a limitation on colors and tiles but that's really only the case with especially detailed bosses like Gamma
I really really love this game. To date, it's still my favorite game in the Classic series, and my 2nd favorite in the Mega Man franchise as a whole. I strongly believe that the remakes of Mega Man 1 & 3 are the absolute definitive and only way that people should ever play those games. They have changes of both negative and positive of course, but I feel that their positives outweigh the negatives so much that it isn't even a question of which version to play. Wily Tower is also awesome. I don't have much to say about it that wasn't said here, but it's a really solid bonus package on top of an already fantastic experience.
Great to see a video on Wily Wars. Easily my favorite part of the game was Wily Tower after completing all 3 versions of MM1-3. The best time I had playing the game (aside from Wily Tower stage 2 because of the music) was with this game's version of MM3. Specifically, the boss fights with Needle Man and Shadow Man. I feel that both fights were much better than their NES versions. They both feel spastic in nature just like on the NES, but to compensate, they are a bit slower. This especially makes the Shadow Man fight more enjoyable for me, since I HATE his fight on the NES. This feeling is more satisfying to me since I actually took on Shadow Man first just for the Shadow Blade (favorite weapon in MM3). I went into scared because of me fearing his difficulty, and I left his stage completed, and feeling good.
it’s six AM, i couldn’t sleep due to anxiety attacks and when i checked youtube to calm myself down there is a new video by my favorite series?? thank you i’m happy to start this day with you ^_^
I appreciate the thorough review. I've beaten this game twice and somehow didn't notice any of these changes aside from the non-respawning item pickups in MM1.
If I were to guess, it's either because Sega already got the rights to Wily Wars for the Genesis Mini and were able to reuse those rights alongside Nintendo or it's different enough from the Legacy Collection versions of the games that Capcom gave the greenlight. Could be both reasons. That said, if it is the latter, then it's weird that this got ported over yet the Mega Man World games aren't on the Game Boy part of the service since those aren't being sold digitally at all anymore.
The Yellow Devil is actually even EASIER in the original release given the game's immense slow-down (which was improved starting with the Genesis Mini version) results in him moving a lot slower; in general, Wily Wars suffers from bad slow-down at points, likely due to it being programmed in C rather than assembly (like other games at this time were; while the Genesis Mini simply increases the clock speed, the limited re-release and Switch version seemingly used recompiled, optimized code).
One problem I always had with this remake is the controls. It feels like Megaman moves more fluidly on the NES games, but here it feels like there's a lag from when you press a direction to when he starts moving. Then again, the entire game moves much slower (as demonstrated by the Yellow Devil fight--even without knowing about that one oversight, he moves so slowly that even a turtle could dodge him now).
i fall asleep to your youtube videos almost every night of my life. normally i default to the soft lockpicking videos but i do love to mix it up. cheers to this new one
New subscriber here. Gotta say, for someone new to the Megaman series, you sure get on quite well. Wily Wars was actually the first one I played as a kid. Looking forward to the rest of your vids, man.
MM: TWW did actually get a physical release for the Genesis a few years ago via Limited Run Games. I bought that version and, ironically enough, just beat the 8 robot masters in MM2 in TWW yesterday
I do think it's really important to keep in mind that Wily Wars was not viewed as a collection of remakes at the time. They were simply viewed as PORTS or CONVERSIONS. Porting a game back then often DID involve completely recreating a game from the ground up. And the idea of game remakes wasn't much of a thing or in the common parlance at the time. Remakes as a term for games didn't gain much traction until later. The first time I heard of it was in the context of video games was Resident Evil 2002 and Metal Gear Solid The Twin Snakes for Gamecube. That was a generation of consoles when PS1, Dreamcast, N64 games (including other Resident Evil games) were ported forward to the Gamecube and PS2 directly in the same way we could think of a port/conversion nowadays so obviously Twin Snankes and "REmake" so the use of different language for them was necessary.
Explanation reminds me of how a gameshark code or something that would cause your game to freeze after beating Bowser if you did something wrong had an explanation to go with it along the lines of "be careful not to get caught in Bowser's Time Trap!"
That was my childhood. I beat this game before any of the NES ones, now that I tried them all I see it as a harder more polished version of the originals. I really like it, I wish they did 4, 5 and 6 in the same style too
Megaman 4 was my introduction to the series. Picked up copies of it and Godzilla 2 once my family got our hands on a used NES. I played it way more than the other games in the series, so I'm biased. But I think that it's the best.
I absolutely love this Mwga Man game too. It's not a perfect compilation but it is tons of fun if you play the right version. The PAL version rom runs slow but you could easily find a Japanese version with an English patch. Now there is the Collector's Edition which I believe is the same one as the Switch online version. I love the addition of Wily Tower. Neat idea for sure.
There's a very obvious thing that you didn't mention: Bullets aren't aligned with the Buster. It's likely left untouched to prevent issues where you can't hit enemies due to them being out of ranged from the increased hitbox, but that begs the question, why modify the size of Mega Man if they knew it caused issues?
Maybe you already know that some fans are doing the Genesis remakes for Megaman IV, V and VI and the remake of IV has been already released, with extras like the weapons of the other two games and new characters. A fun fact is that the developers were aware of the bugs in the NES version and made funny things about them in their remake.
March 2021: Okay it's been about 6 months since Pikasprey's last Castlevania video, what game will he cover next? I'll bet it'll be Harmony of Dissonance to finish the GBA trilogy. I haven't played that game since launch, I'll beat it again to have a clear recollection when he covers it. August 2023: Any day now...
Was the only way I played the games! Grew up a sega kid and by high school I wanted to finally tet Megaman. Found out Wily Wars was a thing and immediately went to emulating. Had no idea just how different they were until now tho so I am def gonna try the OGs out eventually.
Honestly I'm glad I got hooked on MegaMan with wily wars on the mini Genesis. Not being able to cheese every boss makes me feel more rewarded when I beat one.
Look up Sequel Wars: Episode Red. It is a fan remake which does a more faithful job than this game did, with added content like playing as Proto Man or Roll.
20:30 That really was a bad idea. But I never use Rush Marine anyway, because you can use RushJet underwater with no problems whatsoever! And since Rush stays under me no matter where I move, I can just hop off of him while he's still underwater, and I'm walking along the platforms on land, so that if I get knocked off, I can land on him safely! Couple this with the fact that he consumes *_no_* fuel if you're not standing on him, And you will come to realize that _Rush Marine is forever useless!_
My first thought when you mentioned that the buster was made slower was that it was an indirect buff to the needle gun. I'm glad to see you came to the same conclusion later, but I have a different opinion on the change. It seems shitty in the moment when you as the player notice it but it is an effective way of balancing a game. I'll give another example: If you've ever played Dark Souls you'll know that for most normal builds the two best rings in the game are the "Ring of Favor and Protection" and Havel's Ring which can be acquired mere minutes into a new playthrough; in fact they're so good that nerfing them down to parity with the next best handful is an indirect buff to almost every other ring in the game and opens up a whole dimension of player expression and build variety. Everyone loves them and hates to see when mods nerf them, but it makes the game better overall. I'd argue the same is true of the 100% free buster and the needle gun in Megaman 3, and you might even say it applies to the whole weapon roster.
Wily wars on genesis mini was the first way I beat these games, I've been playing the ps1 versions recently and they are definitely the best way to play them, got kinda burnt out after 4, so I'll go back and replay 4 on easy, then 5 and 6 on normal to unlock mission mode, which i wanna do a video about
I believe the huge bosses with the black backgrounds on NES were them using a trick to make the bosses so big. The NES would have trouble making such huge sprites, so many of those bosses are actually just the backgrounds with some small elements being sprites. So the giant gutsman tank is made of mostly a background serving as the tank while the mouth is a sprite you shoot.
Yes, this is correct. The NES only supports 64 sprites across the entire screen, all of which must be 8x8 or 8x16 pixels in size. To construct such a large boss from sprites would require more sprites than can be displayed onscreen at once, and extremely nauseating flicker (with only parts of the boss visible on any given frame) would need to happen to see the entire boss.
The bosses are indeed implemented using the background tiles. I have not dug into Mega Man's code at all, so I can't say this for sure, but they may have also used such repetitive floor tiles so they could set the X scroll offset for the entire background to move the boss. Without this, they would need to change the background X scroll mid-frame to keep the floor from scrolling as the boss moves (which can be done, but is a bit glitchy; see SMB 3's status bar for an example of this.)
@@michaelcalvin42 I believe the reason that SMB3's status bar is glitchy is because SMB3 has both X and Y scrolling. The original SMB also has this same X-Scroll inhibit going as well... just look at the status bar at the top of that game. The way they do it is by having the 0th index sprite be at the Y point that they want the scroll to stop at. This way, when the NES detects the 0th index sprite, they can quickly stop the background from scrolling. I'm not sure why it's done this way, as on a system the the Sega Master System it is done quite differently, but on the NES, this is how it was done. The 0th index sprite in this boss battleis most likely on the floor below the gutsman robot, as Megaman doesn't have any status bars at the top of the screen. The health and energy are made up of sprites. Although the pattern of the floor has no vertical lines, so maybe they didn't bother with the 0th index sprite
@@Bofner Yeah, sprite 0 hit is definitely one way to seamlessly change background scrolling. For the status bar, I believe SMB3 uses an IRQ-based approach via the MMC3 chip (feel free to correct me if I'm wrong), which leads to the glitchy appearance, as timing is not 100% perfect using this method.
@@michaelcalvin42 I believe you're correct, actualy. I'm not NES programmer (Master System is more my thing) but Displaced Gamers has a lot of really good videos on a lot of the more interesting hardware tricks in popular NES games and how they were programmed. I believe he has one on SMB3 if I'm not mistaken
@@Bofner I knew I'd seen it somewhere. I figured it either had to be Displaced Gamers or RGME. I'm not an NES programmer either, but I do love computing systems from the 8-bit and 16-bit eras and have some 6502 and embedded system programming experience.
4:30 Actually, the reason the bigger bosses don't have backgrounds is because they *are* the background. Since the NES couldn't display sprites that large, the bosses were instead made of background graphics, which are scrolled left and right to simulate movement. If there was anything other than a solid colour behind them, it would move with them, which would look weird. That's also the reason why the floor in the Guts Tank boss fight is made entirely of horizontal lines; it's actually scrolling along with the boss, but you can't tell because of the way the graphics look.
Bosses in later entries in the series would make use of the NES's parallax scrolling capabilities, which is why some of them are able to move up and down, and why the floors in their boss fights don't scroll.
I was ready to comment just that lol
I was scrolling down to be the "ehm ackually" guy but you were first!
Something to note about the Wily Tower bosses. The Genesis Unit are based on the major characters from the Chinese story Journey to the West. The initials at the ends of their names refer to the Japanese names of those characters.
Buster Rod G is the monkey king, Sun Wukong (Son *G*oku in Japanese). Mega Water S is the River demon Sha Wujing (*S*a Gojō), and Hyper Storm H is the shape shifting pig Zhu Baije (Cho *H*akkai)
I can't help but wonder if some of the more bizarre tweaks and changes were somehow related to the fact that they decided to add Wily Tower. To support all of the weapons from all 3 games, they probably had to combine the engines from all three games into a cohesive superset of engine features, and that may have necessitated some tweaks.
Weird fun fact: Every boss in the Wily Wars remakes has damage values programmed for every weapon from all three games. A scrapped reward for beating Wily Tower? Just a failsafe? Who knows.
So many of the changes in WW feel like Minakuchi was eyeballing existing copies of the NES games and not actually having source code to remake.
Yeah, perhaps you'd have been able to play through any of the games with your custom weaponset as a reward; rather than that feature being relegated to only the new "Journey to the West" robot master stages. That would have been really neat.
Some of the values match up pretty sensibly. Rolling Cutter, Metal Blade, and Shadow Blade all do the same damage to most bosses across games, and Hard Knuckle and Super Arm do similar damage. But then… there's mismatched ones like Atomic Fire doing radically different damage or having much different effects against some bosses. Fireman and Heatman get _healed_ by Atomic Fire, but only Heatman gets healed by Fire Storm, for example!
Yep… Some seem entirely intentional, some seem corresponding, and a few seem arbitrary…
Epic username.
Chuggaa is the GOAT.
@@JoLiKMCThe Atomic Fire and Fire Storm DMG outputs should be reversed since Heat Man resists higher temperatures than Fire Man.
@@JoLiKMC😊😊😊😊😊😊😊😊😊😊😊😊
There is a fan game in the works to do the same for 4,5 and 6. I hope they add in a wily tower like mode because that was so cool.
I think the dev mentioned that they're making a tower? I forget for sure if that was confirmed but I know that it will have a dedicated "remix" mode with a similar concept (new stage layouts and unique bosses).
I already played their release of 4, great stuff. I can't wait for 5 and 6.
Whats the name of the game/dev
@@ChrisTheSaiyanhog megaman sequel wars
4 on Sequel Wars is the shit, absolutely great game.
I really love tho how Wily Towers robot masters are the 3 companions from the novel Journey to the West, the stages reflect them too
Fun fact: In mega man 2 there is a way to smuggle one crash bomb past the boo beam boss by hitting the left breakable wall and boo beam at the same time. This one crash bomb is enough to one shot the annoying wily machine 2 phase 2 if you hit below the cockpit while he is moving backwards.
I've done that on the legacy collection with rewind and save states. Hope one day I can manage to perfect it without that.
There's a fan-made sequel to Wily Wars, remaking Mega Man 4,5 & 6 in the Genesis style. Although, it's still in development at the moment I'm writting this and only Mega Man 4 is available. It also include a few gameplay changes that you can choose to use as well as other playable characters
I love Sequel Wars
Presumably there were plans at some point to have the Genesis Unit give you weapons too. Check out track 72 in the sound test: it's not used in the game at all. There's no way to be sure, but it sounds like it was intended to be Wily Tower's Weapon Get theme, especially since it comes right after the Wily Tower boss theme.
Honestly I always figured it was meant for a Wily Tower title screen that they never ended up making.
Its weird how this game went from having no re-releases to having multiple re-releases within a few years. I’m glad, it is a good game.
Just avoid the Atgames rereleases... they literally didnt include a battery save nor a battery save emulator, so you cant save your progress AND thus can't unlock wily tower!
There was Sega Genesis mini that included Wily Wars.
The physical release by Retro-bit (20k units made)
The release on the Nintendi switch online service
Also in some of Atgames handheld but no one wants those.
@@RetroPiero
I have the Retrobit release.
You are jealous because you don't have one.
I can tell.
Let the anger flow through you. Feel the hatred and strike me down to claim your prize.
This happened with a lot of late Genesis games with series that were previously on Nintendo consoles like Castlevania Bloodlines and Contra Hard Corp.
The thing is that this is the fixed version of the game, the original genesis release suffered from unexplained slowdowns and had slippery controls
The genesis mini release supposely fixed those issues
4:31 the reason for the nonexistant backgrounds is that parts of the bosses are actually background tiles that move in sync with the sprites (AKA the animated parts like gutsdozer's mouth) because if the entire boss was made out of sprites, not only would it flicker like crazy but it also would be unplayably laggy
The Wily Tower was always such a cool concept, wish they made a lengthier game based around it, though with how many powers there are now maybe that becomes a bit crazy
if they ever make a new collection that has 4 5 and 6 included i would love to see it return
@@commanderdemonno9819 a fan game in the works called sequel wars is doing just that actually
I love the Wily Wars approach of being able to create your own weapon load out is so much fun even if it is only very short lived in the tower, it is super cool!
The Magnet Missile is actually way worse that what you described it to be.
It treats every projectile in the game as a target. Every enemy that fires something becomes way harder to hit than they should be.
That Pause Glitch in Mega Man 1 actually had a feature that if you pause and just wait a few moments (like a minute or so), and unpause, the Bosses would be defeated. No pause/unpause required. Wily Wars was quite a unique experience when I finally did get to play it. I had heard about it and the Sega Channel back in the day, but never got to experience that one. Managed to play this on a Genesis Mini.
12:54 Also I think the Yellow Devils pattern is slightly slower so you have more reaction time to dodge his attacks
I love this collection! It’s my preferred way to play the first three games.
I really like the idea of the Wily Tower. To me, it's more of a reward or a bonus for making it through the whole collection, and now the player gets the freedom to use what they've learned from the other games to challenge this side content. It may not be well balanced, but it has a lot of replayability (or it would if it didn't lock you out of it after completing it, that's a little unusual but it's not the only game I've seen do something like that). I'd honestly like it if more collections did things like this.
It's a nice running theme for the collections to have a lot of side content that they didn't have to include, part of why I love the series in spite of all the other bizarre choices and occasional missteps
The yellow devil wall sounds more like a compromise to me rather than a mistake or oversight by the devs. I'm sure they knew about the trick during development (considering all the attention to detail you've pointed to elsewhere in the video) and had figured players would want another easy way out as a secret way to win, right? They take one away, and give us a new and different one, that seems intentional, assuming that they knew about the exploit from the original game.
Did you know that someone is giving the wily wars treatment to 4 5 and 6? It’s called the sequel wars. And so far megaman 4 is now fully remade with 5 being in progress. And they include really nice features too🥰
Imagine if Mega Man 7-10 got the Wily Wars treatment.
I've seen a ton of Mega Man game reviews, and yours are by far the best ones. The way you go into detail about various tricks and lesser known facts is great, I'm actually learning new stuff. Keep it up!
A big part of why the backgrounds were all black in the Mega Man 2 boss fights was so that they could use more colors per palette on the 8x8 tiles the sprites are made up of. Normally each palette would have black for outlines in Mega Man's NES artstyle, all black background means you can actually just leave the outlines as transparent pixels and add an extra color to the palette. This is also the case with the Koopaling fights in Super Mario Bros. 2, the battle backgrounds in Dragon Warrior 2-4, and why player characters in Final Fantasy have more colors in battle than outside of battle (White Mages having a red hem on their robes instead of all white, Black Mages having two shades of brown on their hats, Fighters having small white highlights in their armor and boots).
In fact, once you understand this you see it used all over the place on the NES.
Honestly this game has a slight bit of jank, but it's still pretty great. The Wily Tower is genuinely some of the best classic Megaman you can possibly play.
Wily tower world record holder here. The funny thing about the spark shot is that against iron ball (Wily fortress stage 2 boss) if you keep shooting him during his I-frames you can constantly deal damage and kill him much quicker than any of his other weaknesses. So in the speedrun there is a use for the spark shot funny enough. Shows the difference between casual vs expert.
Are you the top record?
@@kinnikuboneman for the emulator category yes
If I recall correctly, there's simply no need to have Thunder Beam over Spark Shock throughout _Wily Tower,_ period. Wily Machine W's second phase is immune to it, sure, but that phase is much weaker to Fire Storm, Atomic Fire, or Hard Knuckle anyway, so…
@@JoLiKMC funny thing is that taking thunder beam is useful in the speedrun because it’s the fastest way to kill wily in his first and third forms. You can hit the first form with it before the platforms raise because of its height.
Ack. I completely forgot about that part. Which is pretty inexcusable because I _do_ really like that weapon… Ah, well.
This deserves as many views as your other videos. It was insanely informative and fun.
Wily Tower reminds me how much I would ADORE a MM game where we could chose our load outs and tackle however.
Do wacky things like only use shield weapons. Or only time stoppers.
These remakes were fun.
A weird part of me would love to see a proper 3-D open world Mega Man game with those features.
And no, the Legends series doesn't count.
Been loving this series so far, and it's rare to see someone actually dive into Wily Wars instead of just giving it a cursory glance!
I've appreciated the Genesis Unit a lot more since finding out that they're all based on Journey to the West, with the trio being Sun Wukong, Pigsy, and Sandy. Buster Rod G does tons of Wukong things, from the extendable staff to sending out bunches of clones!
I'm glad there's at least an easily accessible way to officially play it now.
Had Sega Channel as a kid. Always liked playing this when it was available, but didn't learn that there was no physical version in the US until years after Sega Channel was discontinued. It apparently had a lot to do with Sega trying to entice people to buy Sega Channel for exclusives if I recall. Another one of these exclusives I remember was Game Freak's Pulseman, which unlike Wily Wars, did at one point get a Wii Virtual Console release in the US.
The biggest frustration with the Sega Channel release was your Save Data wasn't really saved. The adapter you would plug into the Sega Genesis would download the Game from the server, but once you would shut off the system, the adapter would no longer hold the Game or it's save data, and you'd have to download the Game again and start from scratch.
Unless you were playing from start to finish in one sitting, I believe it was rare most people ever got to Wily Tower. I didn't even know Wily Tower was a thing until playing the collection on emulator some years later.
I also particularly remember Sonic 3D Blast being released close to the end of the service. They split it into 2 parts with Zones 1-4 being on Part 1, and Part 2 having the rest and requiring a password you got at the end of Part 1 to carry over progression. I believe one the game's developers said it had to do with limitations on how much Game Data could be downloaded to the adapter.
When Games would download/begin booting up, they would show a bunch of tips and cheats for various games available at the time. I remember getting a password for Sonic 3D that gave you 6 of the 7 Chaos Emeralds, and bunch of lives and continues. I also remember a particular "tip" saying you couldn't use the Game Genie (which Sega licensed unlike Nintendo) with the service or it's adapter.
4:30
Actually the big bosses ARE the background. It's a common trick they did on the NES where you make the boss the background and make the rest black then you use the scrolling function to move it around. The Genesis and SNES actually continued that trend as while their sprite capacity was higher having giant bosses could still cause lag and flickering. The difference is that they had multiple background layers. So that meant they could have a giant boss as a background and a normal background behind it.
When it comes to old consoles power isn't as easily defined. Modern electronics use standardized archetectures so power determines what it can do. However in the 1980's and 90's consoles had hardware specifically designed to display sprites and backgrounds. The NES did not have the processing power to scroll backgrounds so it had hardware in it specifically designed to display tiles and move them around which was called the PPU. This hardware meant that using background tiles was not optional, it was how the system worked. The SNES was the same way which let to some problems when it came with pseudo-3D or 3D games. Which is why it needed enhancement chips to do these things.
Wily Tower alone was unique enough for me to play through the games again when I was younger.
Glad this review exists from your perspective and experience Pikasprey!
I genuinely adore and prefer Pikasprey's 2d platformer videos, so good
Excited for the next one! Always been a bigger fan of your non-pokemon videos
I'm left to wonder the reason why Protoman was left small was because of some of the areas you fight him in if he was a bit bigger it might have been too hard to deal with him.
Also, for Megaman 1, I think the score was added in due to them working on mostly arcade titles before Megaman got released. Probably a force of habit on that one.
As some mentioned for the large bosses not having backgrounds, they likely used the background layer to render the boss since the NES couldn't draw a sprite that large.
One thing I've noticed is that it feels like the projectile speed for ALL attacks are slower, which might explain why your buster feels like it shoots slower, because the projectiles are simply moving slower.
Honestly, I'd love to see a Wily Tower, but maybe have something like a budget and have some really powerful weapons cost most of the budget, making it that it's hard to just cheese the stages.
20:03 This is inaccurate, because in the NES version, needle cannon was actually a bit more useful, because it was a rapid fire weapon, meaning you could keep your finger on the trigger and not have to mash dps.
wily tower sounds amazing, despite the issues.
I am not a big magaman fan, but being able to take everything you earned from 3 whole games probably feels amazing!
Another banger. I love your megaman and Castlevania content
The megaman reviews have quickly become my favorite series on your channel! Can't wait to hear your thoughts on the eventual MM8!
What a supremely stellar video, absolutely worth it! Watched it a few times to get all the details, you jammed a ton of amazing info into it thank you so much~
Yes the NES black backgrounds were a trick to make big bosses.
The way they did it was the majority of those big bosses were actually background information. The part you attacked was actually the sprite, not the entire thing.
If you ever get sprite flicker youll notice only the part you attack seems to flicker.
Hope you cover the GB games in the future as well, especially the last one with all unique bosses.
5:59 So to my understanding, the version of the game on NSO and the Genesis Mini is actually just the original release, but the emulated CPU is overclocked significantly to eliminate slowdown. The original release on original hardware is infamous for the rather egregious slowdown, it's extremely noticable.
There is another official release, a Limited Run x Retro-Bit collaboration from a year or two ago, where they actually went back and modified the game to try eliminating some of the slowdown issues. It's certainly better, but it's still pretty egregious without that CPU overclock.
As for versions with save issues, I believe that just comes down to shoddy reproduction cartridges. Kind of a shame, as it keeps you from playing Wily Tower.
I think the backgrounds of the large bosses in Megaman 2 were black to save on colors. Since the background was black, they didn't have to find a way to have black in the sprites themselves, effectively giving the sprites one more color than they're "supposed" to due to hardware limitations. If there was a background, anything black on the Gutsdozer would be shown see-through instead.
It's because the bosses _are_ the backgrounds, with sprites for a select few elements, as the NES couldn't do very many sprites on-screen without flickering and slowdown.
They were black because the bosses **were** the backgrounds. If you ever pause the game and notice that body parts of the bosses disappear grotesquely that's why, because the disappearing parts are actually the sprites. If, say, Guts Tank had more to the background, the entire arena would have to move around instead of just the boss itself. Sometimes it's a limitation on colors and tiles but that's really only the case with especially detailed bosses like Gamma
I really really love this game. To date, it's still my favorite game in the Classic series, and my 2nd favorite in the Mega Man franchise as a whole. I strongly believe that the remakes of Mega Man 1 & 3 are the absolute definitive and only way that people should ever play those games. They have changes of both negative and positive of course, but I feel that their positives outweigh the negatives so much that it isn't even a question of which version to play.
Wily Tower is also awesome. I don't have much to say about it that wasn't said here, but it's a really solid bonus package on top of an already fantastic experience.
It a shame this game isnt as recognized as some of the others I really feel it is a gem.
It always throws me how different your "professional tone" makes your voice sound compared to streams.
He's not dissing Cleffas enough
Great to see a video on Wily Wars. Easily my favorite part of the game was Wily Tower after completing all 3 versions of MM1-3. The best time I had playing the game (aside from Wily Tower stage 2 because of the music) was with this game's version of MM3. Specifically, the boss fights with Needle Man and Shadow Man. I feel that both fights were much better than their NES versions. They both feel spastic in nature just like on the NES, but to compensate, they are a bit slower. This especially makes the Shadow Man fight more enjoyable for me, since I HATE his fight on the NES. This feeling is more satisfying to me since I actually took on Shadow Man first just for the Shadow Blade (favorite weapon in MM3). I went into scared because of me fearing his difficulty, and I left his stage completed, and feeling good.
I personally love this game and am hyped for Sequel Wars fan game.
it’s six AM, i couldn’t sleep due to anxiety attacks and when i checked youtube to calm myself down there is a new video by my favorite series?? thank you i’m happy to start this day with you ^_^
Huh, that makes two of us watching it at 6am. Stay safe!
Exist a fan-remake of the 2nd trilogy Megaman 4,5 & 6 but only had the 4th game for now.
I appreciate the thorough review. I've beaten this game twice and somehow didn't notice any of these changes aside from the non-respawning item pickups in MM1.
Huh, was just thinking to myself today about how I've not seen a new Pikasprey in my subscriptions for a bit - glad to have you back :)
He's always around! Streams several times a week, uploads to Pikasprey Blue almost daily.
It's the only Mega Man game on the Switch Virtual console, can't be that forgotten
If I were to guess, it's either because Sega already got the rights to Wily Wars for the Genesis Mini and were able to reuse those rights alongside Nintendo or it's different enough from the Legacy Collection versions of the games that Capcom gave the greenlight. Could be both reasons.
That said, if it is the latter, then it's weird that this got ported over yet the Mega Man World games aren't on the Game Boy part of the service since those aren't being sold digitally at all anymore.
The Yellow Devil is actually even EASIER in the original release given the game's immense slow-down (which was improved starting with the Genesis Mini version) results in him moving a lot slower; in general, Wily Wars suffers from bad slow-down at points, likely due to it being programmed in C rather than assembly (like other games at this time were; while the Genesis Mini simply increases the clock speed, the limited re-release and Switch version seemingly used recompiled, optimized code).
One problem I always had with this remake is the controls. It feels like Megaman moves more fluidly on the NES games, but here it feels like there's a lag from when you press a direction to when he starts moving.
Then again, the entire game moves much slower (as demonstrated by the Yellow Devil fight--even without knowing about that one oversight, he moves so slowly that even a turtle could dodge him now).
40 minutes of extra content isnt bad, my clear times for megaman 2 are usually in the 29-34 minute range.
Love this series! I always half-forget it exists then get hyped all over again when a new one pops up in my feed
i fall asleep to your youtube videos almost every night of my life. normally i default to the soft lockpicking videos but i do love to mix it up. cheers to this new one
Its great to hear another Pikaspray Yellow video after a long while.
seeing the NES Mega Man sprite in 16-bit looks so weird
New subscriber here. Gotta say, for someone new to the Megaman series, you sure get on quite well. Wily Wars was actually the first one I played as a kid. Looking forward to the rest of your vids, man.
MM: TWW did actually get a physical release for the Genesis a few years ago via Limited Run Games. I bought that version and, ironically enough, just beat the 8 robot masters in MM2 in TWW yesterday
I am so glad to see you reviewing mega man again!!!! Love these videos!
I do think it's really important to keep in mind that Wily Wars was not viewed as a collection of remakes at the time. They were simply viewed as PORTS or CONVERSIONS. Porting a game back then often DID involve completely recreating a game from the ground up. And the idea of game remakes wasn't much of a thing or in the common parlance at the time. Remakes as a term for games didn't gain much traction until later. The first time I heard of it was in the context of video games was Resident Evil 2002 and Metal Gear Solid The Twin Snakes for Gamecube. That was a generation of consoles when PS1, Dreamcast, N64 games (including other Resident Evil games) were ported forward to the Gamecube and PS2 directly in the same way we could think of a port/conversion nowadays so obviously Twin Snankes and "REmake" so the use of different language for them was necessary.
Always great to see a new Pikasprey. Thanks!
I do hope you'll get to Megaman 4 at some point. I think it's where the developers really got it all together.
I feel so validated hearing that you had the same struggles I had
Explanation reminds me of how a gameshark code or something that would cause your game to freeze after beating Bowser if you did something wrong had an explanation to go with it along the lines of "be careful not to get caught in Bowser's Time Trap!"
Pikasprey 2020: Plays Megaman for the first time.
Pikasprey 2023: Talks about a Megaman remake that I never heard of for 30 minutes.
Surprised you didn't mention the Genesis Unit's theme of being based off some of characters from Journey to the West.
this is one of those games I knew about when I was younger due to emulation and I didnt know it wasn’t released in the states originally
That was my childhood. I beat this game before any of the NES ones, now that I tried them all I see it as a harder more polished version of the originals.
I really like it, I wish they did 4, 5 and 6 in the same style too
Would like to see megaman 4 next
4:10 Mega man is missing a finger here and I’ll never be able to unsee it
Megaman 4 was my introduction to the series. Picked up copies of it and Godzilla 2 once my family got our hands on a used NES. I played it way more than the other games in the series, so I'm biased. But I think that it's the best.
I absolutely love this Mwga Man game too. It's not a perfect compilation but it is tons of fun if you play the right version. The PAL version rom runs slow but you could easily find a Japanese version with an English patch. Now there is the Collector's Edition which I believe is the same one as the Switch online version. I love the addition of Wily Tower. Neat idea for sure.
I didn’t forget this game. It was the second ever mega man game I completed
happy to see a new mega man review! wish you all the best
There's a very obvious thing that you didn't mention: Bullets aren't aligned with the Buster.
It's likely left untouched to prevent issues where you can't hit enemies due to them being out of ranged from the increased hitbox, but that begs the question, why modify the size of Mega Man if they knew it caused issues?
5:17 Yeah, either they ran out of time or they just didn’t care much about it. That’s deadlines for ya!
i love this game so much! my preferred way of playing the 3 games, and i like the wily tower stuffs
Maybe you already know that some fans are doing the Genesis remakes for Megaman IV, V and VI and the remake of IV has been already released, with extras like the weapons of the other two games and new characters. A fun fact is that the developers were aware of the bugs in the NES version and made funny things about them in their remake.
March 2021: Okay it's been about 6 months since Pikasprey's last Castlevania video, what game will he cover next? I'll bet it'll be Harmony of Dissonance to finish the GBA trilogy. I haven't played that game since launch, I'll beat it again to have a clear recollection when he covers it.
August 2023: Any day now...
Capcom: "Ah, finally a MegaMan Game for a non Nintendo Console!"
Nintendo Switch Online: "Are you sure about that?"
Capcom: "( ¬. ¬)"
The Squidward impersonator is back!
I've been waiting for the next Mega Man video. I was worried you had stopped doing this series.
I'll never forget Buster Rod G's second boss fight.
Was the only way I played the games! Grew up a sega kid and by high school I wanted to finally tet Megaman. Found out Wily Wars was a thing and immediately went to emulating. Had no idea just how different they were until now tho so I am def gonna try the OGs out eventually.
The best part, in my opinion, is the updated 16 bit music. I think it is better than the original.
Are you kidding?
Most of it sounds just...wrong, sometimes ear-grading.
And the sound-effects are much, MUCH worse than on NES.
Wiley's Revenge is also a rather forgotten game too
Honestly I'm glad I got hooked on MegaMan with wily wars on the mini Genesis. Not being able to cheese every boss makes me feel more rewarded when I beat one.
I'm Glad you are positive about this game and I really like it too, thanks for making this video
Amazed you didn't mention Mega Man the Sequel Wars too.
I've been waiting for Megaman 4, but I totally accept this as something that needs to be talked about
Look up Sequel Wars: Episode Red. It is a fan remake which does a more faithful job than this game did, with added content like playing as Proto Man or Roll.
20:30 That really was a bad idea. But I never use Rush Marine anyway, because you can use RushJet underwater with no problems whatsoever! And since Rush stays under me no matter where I move, I can just hop off of him while he's still underwater, and I'm walking along the platforms on land, so that if I get knocked off, I can land on him safely! Couple this with the fact that he consumes *_no_* fuel if you're not standing on him, And you will come to realize that _Rush Marine is forever useless!_
My first thought when you mentioned that the buster was made slower was that it was an indirect buff to the needle gun. I'm glad to see you came to the same conclusion later, but I have a different opinion on the change. It seems shitty in the moment when you as the player notice it but it is an effective way of balancing a game. I'll give another example: If you've ever played Dark Souls you'll know that for most normal builds the two best rings in the game are the "Ring of Favor and Protection" and Havel's Ring which can be acquired mere minutes into a new playthrough; in fact they're so good that nerfing them down to parity with the next best handful is an indirect buff to almost every other ring in the game and opens up a whole dimension of player expression and build variety. Everyone loves them and hates to see when mods nerf them, but it makes the game better overall. I'd argue the same is true of the 100% free buster and the needle gun in Megaman 3, and you might even say it applies to the whole weapon roster.
Wily wars on genesis mini was the first way I beat these games, I've been playing the ps1 versions recently and they are definitely the best way to play them, got kinda burnt out after 4, so I'll go back and replay 4 on easy, then 5 and 6 on normal to unlock mission mode, which i wanna do a video about
waiting on review #5 for MM4!!!!
It’s been 84 years since you uploaded a mega man video