Shift into Turbo!
Shift into Turbo!
Shift into Turbo!
by Glass Knuckle | Sep 3, 2015 | Articles, Community Developments
Shift into Turbo!
Having completed the Robot Museum, we now have a new set of Robot Masters available, along with the old stages in case we want to go back to find something or collect bolts.
by Glass Knuckle | Aug 27, 2015 | Articles, Community Developments
Having completed the Robot Museum, we now have a new set of Robot Masters available, along with the old stages in case we want to go back to find something or collect bolts.
Wrapping up our exploration of Mega Man’s tools and various items brings us to Rush Search.
by Glass Knuckle | Aug 20, 2015 | Articles, Community Developments
Wrapping up our exploration of Mega Man’s tools and various items brings us to Rush Search.
Having gained access to four of the weapons, we can now review the arsenal we’ll be bringing to the second half, and check out a few stage objects and areas we would have missed without them.
by Glass Knuckle | Aug 13, 2015 | Articles, Community Developments
Having gained access to four of the weapons, we can now review the arsenal we’ll be bringing to the second half, and check out a few stage objects and areas we would have missed without them.
Completing the first four stages opens up the second segment of the game. Since we’re certain to have fought each of these bosses at this point, we can now check out the weapons we’ve collected so far and what we can do with them. But first, the bosses.
by Glass Knuckle | Aug 6, 2015 | Articles, Community Developments
Completing the first four stages opens up the second segment of the game. Since we’re certain to have fought each of these bosses at this point, we can now check out the weapons we’ve collected so far and what we can do with them. But first, the bosses.
Bring out your Famicoms! All your dead Famicoms! It’s 16-bit time now!
by Glass Knuckle | Jul 30, 2015 | Articles, Community Developments
Bring out your Famicoms! All your dead Famicoms! It’s 16-bit time now!
Sorry to burst your bubble…
by Glass Knuckle | Jul 16, 2015 | Articles, Community Developments
Sorry to burst your bubble…
The first things we’ll notice here are the foreground elements that Mega Man can move behind, drawing an immediate comparison to Air Man.
by Glass Knuckle | Jul 10, 2015 | Articles, Community Developments
The first things we’ll notice here are the foreground elements that Mega Man can move behind, drawing an immediate comparison to Air Man.
Our introduction to the main stages is a smack in the face from Peterforth…
by Glass Knuckle | Jul 3, 2015 | Articles, Community Developments
Our introduction to the main stages is a smack in the face from Peterforth…
New console, new artwork, new mechanics. Let’s see what the original series’ jump to the Super Nintendo Entertainment System brought to the table.
by Glass Knuckle | Jun 25, 2015 | Articles, Community Developments
New console, new artwork, new mechanics. Let’s see what the original series’ jump to the Super Nintendo Entertainment System brought to the table.
In Mega Man, and most games of its time, jump and shoot is the solution to every problem. If it moves, shoot it. If it doesn’t, shoot it anyway. If it’s still there, shoot it some more.
Is there a time not to shoot?
by Glass Knuckle | Jun 18, 2015 | Articles, Community Developments
In Mega Man, and most games of its time, jump and shoot is the solution to every problem. If it moves, shoot it. If it doesn’t, shoot it anyway. If it’s still there, shoot it some more.
Is there a time not to shoot?
This week, I’ll return to discussing ideas found throughout the Nintendo Entertainment System games, this time covering Shield Attacker.
by Glass Knuckle | Jun 11, 2015 | Articles, Community Developments
This week, I’ll return to discussing ideas found throughout the Nintendo Entertainment System games, this time covering Shield Attacker.
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Or, "Nobody ever forgets their first (unicorn)."