Posts Tagged mega man
The Irresistible
Posted by The Management in design on November 5, 2011

Whenever an airship boss is defeated in Super Mario Bros. 3, a wand drops from the top of the screen. Picking it up is required to move on to the next world, but doing so in mid-air is not.
Despite this, jumping for the wand is a common behaviour. It’s fun to sync up Mario’s ascent with the wand’s descend, fascilitating a dramatic grab that culminates with Mario falling back down to earth and saving the day.
It’s a very satisfying moment, but there are no gameplay ramifications to simply letting the wand settle on the floor before picking it up. Jumping for it is simply hard to resist.
irresistible, adj.
- A representation of an optional action that does not result in any significant gameplay reward, yet is commonly carried out by a large percentage of players.
Let’s take a look at a couple more examples.
Mega Man
In the original Mega Man games, end-level bosses are always prefaced by an empty, single-screen room with two doors. These are a clear indicator that the end is just beyond the next turn, at which point many players choose to jump straight into the boss’ lair.
When Mega Man connects with the door, the action freezes as the entrance opens up and the screen scrolls to reveal the final segment of the map. There’s no reason to jump at the door, but it results in some areal acrobatics that firmly deposit Mega Man in the next area with punctuating, “It’s on!” flair.
Street Fighter III
Many fighting games used to disable collisions or simply cut-off player input whenever a round of combat ended. Street Fighter III was one of the first to buck the trend, enabling the victor to execute a few extra moves following his opponent’s loss. This proved quite satisfying as it allowed the winner to finish off a combo — a naturally stylish string of attacks. Furthermore, it represented a contrast to the rest of the game by providing a short window of time during which some free hits could be scored.
I don’t believe these “bonus shots” increased the super bar meter or affected the end-battle grade, but if they did, the rewards were minimal.
Metroid Prime
Doorways in Metroid Prime are triggered by the player shooting them, at which point they open up after a variable amount of time (usually between 0-6 seconds). The reason for this is to hide data being streamed in the background, which leaves the player largely idle. At this point, concern over whether the shot was registered — and plain frustration — tend to set in, resulting in more blasts bombarding the door.
Unlike the other two examples, this is more of a “get on with it” behaviour that helps to vent frustration rather than being satisfying in itself.
These irresistible actions seem to be largely accidental; as far as the games are concerned, there’s no reason for players to engage in them. They can be quite important to the overall experience, though, and once identified, they often become a defining part of a series or genre.
Are there any “irresistibles” you engage in on a frequent basis?
ROM Hack Goodness
Posted by The Management in games on April 11, 2010

The practice of editing ROM images has been around for a while, and it’s probably best known for inserting crude sexual jokes or making games much more difficult.
Of course that’s not its full gamut.
There have been plenty of ROM hacks that tweak games in various interesting ways. Some are even complete overhauls, clearly resembling the originals but providing lots of new content.
I find all of these quite interesting as they represent additions and alterations that the games’ fans clearly desired. There’s quite a few of them too, so here are just a few that caught my eye:

Rockman 3 Endless.
Rockman 3 Endless
Something of a backport, this hack brings Mega Man 9′s Endless Attack mode to Mega Man 3. It’s a standalone patch, not just a small modifier, and it’s a good example of a feature/mechanic of a sequel that the fans wanted to bring back to an earlier incarnation of the series.

Mortal Kombat II Unlimited
Mortal Kombat II Unlimited
It took ages of EGM posting certain spoofed rumours to convince developers of fighting games that implementing some playable hidden characters in their titles was a good idea. Eventually this became quite common, but not before Mortal Kombat II was released. To make things right, this hack not only allows the player to take control of the secret characters, but also to play as the bosses.

Chrono Trigger Coliseum
Chrono Trigger Coliseum
New worlds, quests, enemies, spells, etc., are always longed for with beloved RPGs, but realizing a fan-fiction piece in-game is quite a lofty task. Instead, this hack concentrates on providing a varied gameplay experience by creating an arena where the player (and optionally his party) can compete against numerous enemies for prizes.
Like I mentioned above, these are just scratching the surface, so what are some of your favourite ROM hacks?
The Greatest Collectible of All Time
Posted by The Management in design on February 16, 2009
In-game collectibles are a staple of platformers and play a big part in various videogame genres. They help to fill out maps, provide points bonuses and aid the player in overcoming the game’s challenges. They also flesh out the setting, sometimes even being used as part of its architecture, e.g., the coin-arrows in the various Super Mario games.
Collectibles seem to speak to the kleptomaniac side of our personality, encouraging us to take all that we see. In console RPGs, it’s common to break into people’s homes, rummage through their belongings, and generally pillage the entire world that you’re trying to save.
And why not, really? After all, as players we want to be rewarded for exploring. It’d be awfully dull going from one empty room to another, so letting us interact with the game as if it were an episode of Supermarket Sweep might not be such a bad idea.









