Three Strange (albeit rude) Experiences in MML2
Jul 19, 2018 13:57:40 GMT -5
Rockman Striker and ShadyRounds like this
Post by SULucina on Jul 19, 2018 13:57:40 GMT -5
Ugh. First the Hedge Arm and now this? These kinds of things make me wonder if I'm glitch-prone or really good at spotting errors in my games...
Anyways, I want to share some of my experiences in MML2 with you guys and see what you all think about them. One mildly surprised me, another had me livid for some time, and the last initially made me feel rage but was later replaced with hilarity.
1.) Golbesh army (ehh, kind of)
There's this one section of Manda Ruins where you're traversing through long narrow hallways and there's a lone Golbesh sitting near a fork in the road. Going forward leads towards the boss and turning left walks you straight into a Mimic. If you take the turn towards the fake treasure box, go far enough down this corridor and turn back, you'll find that another Golbesh is waiting there on the opposite side of the fork. "Uh, I swear there was only one of you guys when I came in this room..." But sadly, unlike the Gorbeshus in MML1, you can only get one more of them to appear at a time, and when one is destroyed, it does not respawn as did its previous incarnations did. Aw, shucks. I just discovered this a few days ago out of the blue while playing Easy Mode.
2.) A Different Kind of Trap
Sure. Littering invisible/invincible Shoebafuns throughout Saul Kada and Elysium sapped the joy of exploring those ruins, but this matter is a whole 'nother beast entirely. I think I can come to the consensus that most folks who beaten MML2 despise Nino Ruins' water physics mechanic. No, I'm not going to repeat what others have said about the ruin. In fact, I kind of like Nino Ruins, as it nails the water theme down pat and the music is catchy and relaxing as well as being home to one of my favorite Reavers in Legends 2 - the Mandomantal. As impatient as I am, I'm surprisingly patient with the water mechanics of that ruin; I could comfortably complete it without the Hydrojets. It's just that, there's this one little area that makes me question what was going through the level designers' heads when it comes to placing various Reaverbots in that room.
The room I'm referring to is a long hallway with doors on either side in the B4 floor, north leads to an elevator which the Map and a console to change the water level are found and south leads back to a large room with alcoves that are too high to reach without help (by either using the Hydrojets to jump to them or tossing a heavy block to gain some height.) In this room, there are two Miitan with one Golbesh sitting near the northern door, all three are facing south towards me. Now, I never found a need to reflood this floor after getting the Second Key, but my curiosity convinced me otherwise. While on a grinding errand in the early portion of this floor in Very Hard mode, I decided to mess around with the rest of the area. I sought to fill the floor up with water again so I can mess around with Mr. Manta Ray Reaverbot again, but little did I know I was about to run into a mean, mean trap. I went down this hallway, took the elevator up, flooded the floor, and descended back down to B4 again. When I opened the door, the two Miitan started moving towards me, flashed red, and blew up in my face. That was when I discovered that these Miitan face north when the floor is flooded (the Golbesh doesn't turn around.) Oh, and that's not all. I also found that they were located much closer to the door than when the floor was dry. The worst part about it was that because of the sluggish water physics, I was not fast enough to dodge them and when I left the floor via the elevator and came back for another attempt, I had little success. The salt in the wound was only aggravated by the fact that the Miitan begin to move before you can take control of MegaMan. Was this intentional? Why?! It makes no sense! Did they not want people to find the map? That's not just bad level design but potentially "evil" level design which only serves to cheese off the player. It reminds me of the kind of essence found in unusually difficult romhacks of like, Super Mario World (I'm looking at you, Kaizo.) At least, that's my perspective on this particular situation.
3.) Where's the Third?
On that same save file, I eventually progressed into Calinca Ruins and was faced with a familiar puzzle. Three Mammoo, three doors, and three holes in the floor. You lure the beasties into the holes to unlock the doors. Simple enough. That is, if you can find all three of these in the room... which I seemed to be having the most trouble with. Two the doors were open, and can't seem to locate the third Mammoo. The best part about it all was that the door I needed to open left was the green door that you need to open to progress. Great! I was almost about to scream at the screen in frustration. After a failed search, I decided to leave the floor and come back to that room and sure enough the bugger was there, ice skating like it had no care in the world. Thankfully, I only had to deal with just that one; the other two were still trapped in the holes. After I was finished with the ruin's boss, I thought that the experience I had with the Mammoo was a bit hilarious in hindsight. I contemplated how could such an event happen and I came to the conclusion that two of the Mammoo must have overlapped on top of each other since their hit detection relative to one another was non-existent. But I swear, what if the third didn't respawn and continued to stay stuck with another Mammoo? That would have been a major bug.
So, to summarize, we have
1.) Potentially another glitch, should be reproducible to anybody playing the original PS1 version or emulator
2.) The worst example of level design/enemy placement in the game, also reproducible to all playing the same versions of MML2 as #1
3.) Probably just rotten luck on my part
Confirmation of events 1 and 2 would be nice, but not necessary.
Anyways, I want to share some of my experiences in MML2 with you guys and see what you all think about them. One mildly surprised me, another had me livid for some time, and the last initially made me feel rage but was later replaced with hilarity.
1.) Golbesh army (ehh, kind of)
There's this one section of Manda Ruins where you're traversing through long narrow hallways and there's a lone Golbesh sitting near a fork in the road. Going forward leads towards the boss and turning left walks you straight into a Mimic. If you take the turn towards the fake treasure box, go far enough down this corridor and turn back, you'll find that another Golbesh is waiting there on the opposite side of the fork. "Uh, I swear there was only one of you guys when I came in this room..." But sadly, unlike the Gorbeshus in MML1, you can only get one more of them to appear at a time, and when one is destroyed, it does not respawn as did its previous incarnations did. Aw, shucks. I just discovered this a few days ago out of the blue while playing Easy Mode.
2.) A Different Kind of Trap
Sure. Littering invisible/invincible Shoebafuns throughout Saul Kada and Elysium sapped the joy of exploring those ruins, but this matter is a whole 'nother beast entirely. I think I can come to the consensus that most folks who beaten MML2 despise Nino Ruins' water physics mechanic. No, I'm not going to repeat what others have said about the ruin. In fact, I kind of like Nino Ruins, as it nails the water theme down pat and the music is catchy and relaxing as well as being home to one of my favorite Reavers in Legends 2 - the Mandomantal. As impatient as I am, I'm surprisingly patient with the water mechanics of that ruin; I could comfortably complete it without the Hydrojets. It's just that, there's this one little area that makes me question what was going through the level designers' heads when it comes to placing various Reaverbots in that room.
The room I'm referring to is a long hallway with doors on either side in the B4 floor, north leads to an elevator which the Map and a console to change the water level are found and south leads back to a large room with alcoves that are too high to reach without help (by either using the Hydrojets to jump to them or tossing a heavy block to gain some height.) In this room, there are two Miitan with one Golbesh sitting near the northern door, all three are facing south towards me. Now, I never found a need to reflood this floor after getting the Second Key, but my curiosity convinced me otherwise. While on a grinding errand in the early portion of this floor in Very Hard mode, I decided to mess around with the rest of the area. I sought to fill the floor up with water again so I can mess around with Mr. Manta Ray Reaverbot again, but little did I know I was about to run into a mean, mean trap. I went down this hallway, took the elevator up, flooded the floor, and descended back down to B4 again. When I opened the door, the two Miitan started moving towards me, flashed red, and blew up in my face. That was when I discovered that these Miitan face north when the floor is flooded (the Golbesh doesn't turn around.) Oh, and that's not all. I also found that they were located much closer to the door than when the floor was dry. The worst part about it was that because of the sluggish water physics, I was not fast enough to dodge them and when I left the floor via the elevator and came back for another attempt, I had little success. The salt in the wound was only aggravated by the fact that the Miitan begin to move before you can take control of MegaMan. Was this intentional? Why?! It makes no sense! Did they not want people to find the map? That's not just bad level design but potentially "evil" level design which only serves to cheese off the player. It reminds me of the kind of essence found in unusually difficult romhacks of like, Super Mario World (I'm looking at you, Kaizo.) At least, that's my perspective on this particular situation.
3.) Where's the Third?
On that same save file, I eventually progressed into Calinca Ruins and was faced with a familiar puzzle. Three Mammoo, three doors, and three holes in the floor. You lure the beasties into the holes to unlock the doors. Simple enough. That is, if you can find all three of these in the room... which I seemed to be having the most trouble with. Two the doors were open, and can't seem to locate the third Mammoo. The best part about it all was that the door I needed to open left was the green door that you need to open to progress. Great! I was almost about to scream at the screen in frustration. After a failed search, I decided to leave the floor and come back to that room and sure enough the bugger was there, ice skating like it had no care in the world. Thankfully, I only had to deal with just that one; the other two were still trapped in the holes. After I was finished with the ruin's boss, I thought that the experience I had with the Mammoo was a bit hilarious in hindsight. I contemplated how could such an event happen and I came to the conclusion that two of the Mammoo must have overlapped on top of each other since their hit detection relative to one another was non-existent. But I swear, what if the third didn't respawn and continued to stay stuck with another Mammoo? That would have been a major bug.
So, to summarize, we have
1.) Potentially another glitch, should be reproducible to anybody playing the original PS1 version or emulator
2.) The worst example of level design/enemy placement in the game, also reproducible to all playing the same versions of MML2 as #1
3.) Probably just rotten luck on my part
Confirmation of events 1 and 2 would be nice, but not necessary.