Pretty sure there are two?Mega Man X4. This is my second favorite X game. I really like that there is only 1 energy tank and CAPCOM seems to design around that limitation.
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Pretty sure there are two?Mega Man X4. This is my second favorite X game. I really like that there is only 1 energy tank and CAPCOM seems to design around that limitation.
Mega Man X3. A very difficult game. Kaiser Sigma is an insanely hard boss. I beat it one time in my life when I was younger. I don't think I could do it again.
If I remember correctly, there are four tanks: Two life energy, one weapon energy, and one to increase your stock of lives.I obviously did not replay X games before posting.
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Interesting, my memory fails me. Maybe double jump was in X and more uncommon at the time?
For whatever reason I associate Mega Man X with good movement and controls.
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I'm sure two is right. In my head I was thinking 1 energy tank and 1 weapon refil. Are there 3 slots on the menu screen: 2 energy and one weapon?
Even with two, that is still way less energy tanks than the 4 energy tanks of Mega Man X and the 9 energy tanks of the Mega Man games.
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I think I prefer MMIV to MMV. It's legit great. (MMV is also great.)
I didn't get to either of them until way after the fact (I only had MMI and MMIII growing up), and I think I went for MMV first because it did have the most unique content. But when I finally sat down with MMIV, I was impressed at how, despite the remixed elements, it felt fresh to me. And I do think you're right, they're both very close to each other in quality - both are very much worth playing. (So are MMI/III, in their own ways.)
did a mega man gb marathon. first time for all but the first one. impressions:
dr. wily's revenge - my mean favourite. these are composite games, lifting material from the nes stuff, but i kinda think this is more interesting than either mm1 or 2; it's more of a harsh memorizer in cramped quarters than anything else
2 - had a different dev, and you can tell. incredibly toothless, meandering level design and game balance; you take no damage, consume no weapon power, 1ups drop constantly. hilariously dinky rival character and wily fights. despite it all, the compositions--all original--are some of my favourite the series has produced, full of melancholic tones. they're just failed by the shrill instrumentation
3 - a "return to form" for whatever that's worth--in this case i don't think much. a solid game that does nothing interesting, so i was bored through the entirety of it despite the relative competence
4 - presentation gets more ambitious and elaborate here, with narrative interstitial beats and unique cinematics. very similar to 3, but feels more inspired for doing the same dance. bizarre nuance where the charge shot has recoil, something i haven't seen in any other mm. very good wily fight
5 - rocket punch vs. the sailor guardians. theme shift helps things from being too stale, and for overall design sense, that's working full power here too. you refight all the previous rivals at the end, so it's a real last hurrah play for the pentalogy conclusion
Kind of where I'm at. Hard? You betcha. But it does feel more like a "proper" game to me than Mega Man II's bootleg-adjacent design. I don't think MMII is bad, though, just merely decent.Revenge is probably accidently too hard but I appreciate it as A Challenge. Much prefer it to II's bland tepidness.