Friday, March 29, 2019

Top 14 Highest Paying URL Shortener to Earn Money Online

  1. Cut-win

    Cut-win is a new URL shortener website.It is paying at the time and you can trust it.You just have to sign up for an account and then you can shorten your URL and put that URL anywhere.You can paste it into your site, blog or even social media networking sites.It pays high CPM rate.
    You can earn $10 for 1000 views.You can earn 22% commission through the referral system.The most important thing is that you can withdraw your amount when it reaches $1.
    • The payout for 1000 views-$10
    • Minimum payout-$1
    • Referral commission-22%
    • Payment methods-PayPal, Payza, Bitcoin, Skrill, Western Union and Moneygram etc.
    • Payment time-daily

  2. Short.am

    Short.am provides a big opportunity for earning money by shortening links. It is a rapidly growing URL Shortening Service. You simply need to sign up and start shrinking links. You can share the shortened links across the web, on your webpage, Twitter, Facebook, and more. Short.am provides detailed statistics and easy-to-use API.
    It even provides add-ons and plugins so that you can monetize your WordPress site. The minimum payout is $5 before you will be paid. It pays users via PayPal or Payoneer. It has the best market payout rates, offering unparalleled revenue. Short.am also run a referral program wherein you can earn 20% extra commission for life.
  3. Adf.ly

    Adf.ly is the oldest and one of the most trusted URL Shortener Service for making money by shrinking your links. Adf.ly provides you an opportunity to earn up to $5 per 1000 views. However, the earnings depend upon the demographics of users who go on to click the shortened link by Adf.ly.
    It offers a very comprehensive reporting system for tracking the performance of your each shortened URL. The minimum payout is kept low, and it is $5. It pays on 10th of every month. You can receive your earnings via PayPal, Payza, or AlertPay. Adf.ly also runs a referral program wherein you can earn a flat 20% commission for each referral for a lifetime.
  4. Clk.sh

    Clk.sh is a newly launched trusted link shortener network, it is a sister site of shrinkearn.com. I like ClkSh because it accepts multiple views from same visitors. If any one searching for Top and best url shortener service then i recommend this url shortener to our users. Clk.sh accepts advertisers and publishers from all over the world. It offers an opportunity to all its publishers to earn money and advertisers will get their targeted audience for cheapest rate. While writing ClkSh was offering up to $8 per 1000 visits and its minimum cpm rate is $1.4. Like Shrinkearn, Shorte.st url shorteners Clk.sh also offers some best features to all its users, including Good customer support, multiple views counting, decent cpm rates, good referral rate, multiple tools, quick payments etc. ClkSh offers 30% referral commission to its publishers. It uses 6 payment methods to all its users.
    • Payout for 1000 Views: Upto $8
    • Minimum Withdrawal: $5
    • Referral Commission: 30%
    • Payment Methods: PayPal, Payza, Skrill etc.
    • Payment Time: Daily

  5. Ouo.io

    Ouo.io is one of the fastest growing URL Shortener Service. Its pretty domain name is helpful in generating more clicks than other URL Shortener Services, and so you get a good opportunity for earning more money out of your shortened link. Ouo.io comes with several advanced features as well as customization options.
    With Ouo.io you can earn up to $8 per 1000 views. It also counts multiple views from same IP or person. With Ouo.io is becomes easy to earn money using its URL Shortener Service. The minimum payout is $5. Your earnings are automatically credited to your PayPal or Payoneer account on 1st or 15th of the month.
    • Payout for every 1000 views-$5
    • Minimum payout-$5
    • Referral commission-20%
    • Payout time-1st and 15th date of the month
    • Payout options-PayPal and Payza

  6. Wi.cr

    Wi.cr is also one of the 30 highest paying URL sites.You can earn through shortening links.When someone will click on your link.You will be paid.They offer $7 for 1000 views.Minimum payout is $5.
    You can earn through its referral program.When someone will open the account through your link you will get 10% commission.Payment option is PayPal.
    • Payout for 1000 views-$7
    • Minimum payout-$5
    • Referral commission-10%
    • Payout method-Paypal
    • Payout time-daily

  7. BIT-URL

    It is a new URL shortener website.Its CPM rate is good.You can sign up for free and shorten your URL and that shortener URL can be paste on your websites, blogs or social media networking sites.bit-url.com pays $8.10 for 1000 views.
    You can withdraw your amount when it reaches $3.bit-url.com offers 20% commission for your referral link.Payment methods are PayPal, Payza, Payeer, and Flexy etc.
    • The payout for 1000 views-$8.10
    • Minimum payout-$3
    • Referral commission-20%
    • Payment methods- Paypal, Payza, and Payeer
    • Payment time-daily

  8. Linkrex.net

    Linkrex.net is one of the new URL shortener sites.You can trust it.It is paying and is a legit site.It offers high CPM rate.You can earn money by sing up to linkrex and shorten your URL link and paste it anywhere.You can paste it in your website or blog.You can paste it into social media networking sites like facebook, twitter or google plus etc.
    You will be paid whenever anyone will click on that shorten a link.You can earn more than $15 for 1000 views.You can withdraw your amount when it reaches $5.Another way of earning from this site is to refer other people.You can earn 25% as a referral commission.
    • The payout for 1000 views-$14
    • Minimum payout-$5
    • Referral commission-25%
    • Payment Options-Paypal,Bitcoin,Skrill and Paytm,etc
    • Payment time-daily

  9. CPMlink

    CPMlink is one of the most legit URL shortener sites.You can sign up for free.It works like other shortener sites.You just have to shorten your link and paste that link into the internet.When someone will click on your link.
    You will get some amount of that click.It pays around $5 for every 1000 views.They offer 10% commission as the referral program.You can withdraw your amount when it reaches $5.The payment is then sent to your PayPal, Payza or Skrill account daily after requesting it.
    • The payout for 1000 views-$5
    • Minimum payout-$5
    • Referral commission-10%
    • Payment methods-Paypal, Payza, and Skrill
    • Payment time-daily

  10. Short.pe

    Short.pe is one of the most trusted sites from our top 30 highest paying URL shorteners.It pays on time.intrusting thing is that same visitor can click on your shorten link multiple times.You can earn by sign up and shorten your long URL.You just have to paste that URL to somewhere.
    You can paste it into your website, blog, or social media networking sites.They offer $5 for every 1000 views.You can also earn 20% referral commission from this site.Their minimum payout amount is only $1.You can withdraw from Paypal, Payza, and Payoneer.
    • The payout for 1000 views-$5
    • Minimum payout-$1
    • Referral commission-20% for lifetime
    • Payment methods-Paypal, Payza, and Payoneer
    • Payment time-on daily basis

  11. Oke.io

    Oke.io provides you an opportunity to earn money online by shortening URLs. Oke.io is a very friendly URL Shortener Service as it enables you to earn money by shortening and sharing URLs easily.
    Oke.io can pay you anywhere from $5 to $10 for your US, UK, and Canada visitors, whereas for the rest of the world the CPM will not be less than $2. You can sign up by using your email. The minimum payout is $5, and the payment is made via PayPal.
    • The payout for 1000 views-$7
    • Minimum payout-$5
    • Referral commission-20%
    • Payout options-PayPal, Payza, Bitcoin and Skrill
    • Payment time-daily

  12. Linkbucks

    Linkbucks is another best and one of the most popular sites for shortening URLs and earning money. It boasts of high Google Page Rank as well as very high Alexa rankings. Linkbucks is paying $0.5 to $7 per 1000 views, and it depends on country to country.
    The minimum payout is $10, and payment method is PayPal. It also provides the opportunity of referral earnings wherein you can earn 20% commission for a lifetime. Linkbucks runs advertising programs as well.
    • The payout for 1000 views-$3-9
    • Minimum payout-$10
    • Referral commission-20%
    • Payment options-PayPal,Payza,and Payoneer
    • Payment-on the daily basis

  13. Shrinkearn.com

    Shrinkearn.com is one of the best and most trusted sites from our 30 highest paying URL shortener list.It is also one of the old URL shortener sites.You just have to sign up in the shrinkearn.com website. Then you can shorten your URL and can put that URL to your website, blog or any other social networking sites.
    Whenever any visitor will click your shortener URL link you will get some amount for that click.The payout rates from Shrinkearn.com is very high.You can earn $20 for 1000 views.Visitor has to stay only for 5 seconds on the publisher site and then can click on skip button to go to the requesting site.
    • The payout for 1000 views- up to $20
    • Minimum payout-$1
    • Referral commission-25%
    • Payment methods-PayPal
    • Payment date-10th day of every month

  14. LINK.TL

    LINK.TL is one of the best and highest URL shortener website.It pays up to $16 for every 1000 views.You just have to sign up for free.You can earn by shortening your long URL into short and you can paste that URL into your website, blogs or social media networking sites, like facebook, twitter, and google plus etc.
    One of the best thing about this site is its referral system.They offer 10% referral commission.You can withdraw your amount when it reaches $5.
    • Payout for 1000 views-$16
    • Minimum payout-$5
    • Referral commission-10%
    • Payout methods-Paypal, Payza, and Skrill
    • Payment time-daily basis

World Of Warcraft To Casual Gaming

I actually quit WoW years ago, but I'm just getting around to writing the story.

It's ironic how addicts always start out saying "I wouldn't say I'm addicted" or "I can quit whenever I want" so I guess the logical way to start would be... I wouldn't say I was addicted to World of Warcraft. However, at one point in time in my life I practically played every night. Jokes aside, I only had one max level character with 30-40 days spent in game. To you non-WoW players that sounds like an extremely long time, but I assure you, that isn't that bad.

MMO History 


Prior to WoW I played Final Fantasy XI, and prior to that it was EverQuest so WoW wasn't my first. I've always had troubles staying interested in games so you can imagine how ADD I get with MMORPG games and their huge worlds. I started playing the original WoW (WoW gamers call it Vanilla) with some friends of mine, but also tried Shadowbane and Guild Wars among others during the same time. I couldn't even play Shadowbane because I'd be dead within a minute of logging into the game. This seriously pissed me off and I quit the same day as installing. I can't remember why I didn't stick with Guild Wars... which isn't a good sign.

WoW... A Love/Hate Relationship


I tend to bounce around with games. WoW was so appealing initially because of my friends. After playing for months I became immersed with the lore, history and world. At this same time grinding became tedious, I was constantly getting ganked (killed by other higher level players), some friends dropped out of the game and my other friends reached level 60 (which was the max level at the time).

This is where I started having a hard time staying interested. I started taking breaks from the game and even cancelled my membership a couple of times. I loved the game but felt like I couldn't ever enjoy it because it took too much time to play. Gaining a level seemed to take forever, and I was really getting sick of other players killing me. I had enough!

I was maybe gone from the game for a year until I had to travel an entire month for work alone. With no friends around I decided to reinstall WoW. This time I chose a Player vs Environment (PvE) server versus a Player vs Player (PvP) server so I wouldn't get ganked. This changed everything for me. I loved the game considering I could actually experience it. I even got to the end game content of Vanilla WoW and Burning Crusade (first expansion) and was playing probably an average of 5 nights a week.

Back then I had never heard of the Bartle Test, but I wasn't choosing the right experience to fit my gaming psychological profile. I'm a total social explorer, and only want to PvP when I felt like it.


Life Changes


During my 2-3 years of playing 5 nights a week I had a lot of changes in my life. I met a beautiful woman, bought a house and married that same woman. (I know, I know... I'm shocked she stayed with me too.) During these changes my WoW time was on the decline. I was now only playing a couple nights a week until my wife was pregnant. My free time was about to get drastically shorter, and I couldn't spend hours committed to raiding with a group of people that I didn't even physically know.

I decided to quit... cold turkey. I just uninstalled WoW, and cancelled my subscription just before the baby was due.

Mobile Gaming... What a Joke, Right?


My son was born and I got my first Android device (Samsung Epic 4G) around the same time. I started downloading games but I hated "casual" games. I didn't want to build some city with cute graphics, have a virtual farm or manage a zoo. I wanted adventures, battles and epic loot! I disliked "casual" mobile games, but at this time I was judging "casual" in the term of context, not the amount of time it took to play them.

Enter Pocket Legends


I was on a gaming site one day when I stumbled across a trailer for Pocket Legends. Pocket Legends is a Massively Multiplayer Online Role Playing Game (MMORPG) like WoW but catered to short sessions versus the hours upon hours WoW required. It was as if the guys at Spacetime knew about my changing life, the emerging mobile market and said "Don't worry Ben... we've created a game just for you." This completely changed my perception on casual.



If you haven't played Pocket Legends, then download Arcane Legends (on either iOS or Android) and give that a go. It's from the same developer (Spacetime Studios) and has only improved on the solid foundation that Pocket Legends built.


I was now rocking my newborn son in the middle of the night in one hand and was questing in Pocket Legend with the other. In fact, if I was trying to get my son to sleep I was most likely also playing Pocket Legends. Don't judge me. :-)

This was also the first F2P mobile game that got me to spend money. I was always tempted with sales and new equipment so I think I purchased virtual currency three separate times.

A Casual MMO, You Say?


I never thought a casual version of WoW could exist, but as I get older I see more and more value in creating meaningful experiences that can be digested in less time. Don't let "casual" scare off you hardcore players who are reading this. I too enjoy longer gaming sessions when I can. Just because you can have a meaningful experience in minutes doesn't mean this game can't be played for hours. In fact, if I was playing PL during the day I often played for much longer than I anticipated.

This Is Not Goodbye, This Is Redesigning


Some people reading this might think, "This poor guy... he's on his way out of gaming/MMO's and doesn't realize it." Wrong! We're all witnessing drastic changes in technology. Games and gamers are just adapting with new technology. We're entering a time when we shouldn't live with parameter constraints. Think about servers... companies were required to have their own with a set bandwidth or limit of space. Now everything can be hosted in the Cloud and scale with use. Servers aren't going away, they're just adapting. In the same sense why should I be required to set aside an hour to game if all I have is 15-20 minutes? Why do I need to be anchored in front of my TV? Why can't I get a game on the platform of my choice (because of exclusivity)? Games (when applicable) should adapt to the player, not vice versa.

I'm not here to tell you consoles are dead, "AAA" games are doomed, publishers are going away or there aren't as many hardcore gamers anymore. I just think games can be more successful if we provide gamers with a scaling game design for the various platforms or technologies that are available. Keep this in mind with your next game and you might be surprised.

If you'd like to talk about this or any other games you can find me here at my blog or on Twitter.

Typing Club Tips

Use TypingClub, or the UWCSEA Portal


Typing Club is the online tool we encourage our students (and teachers) to use at UWCSEA to learn how to touch-type, so in the interests of 'walking the walk' I thought I'd better have a go myself. In so doing, I have gleaned some experience that I believe will come in useful for anyone attempting to do likewise.


Don't look down

Whatever you do, don't look at the keys! If this too tempting to resist, then maybe place something like a tea-towel over your hands/keyboard. Some people even cut down a cardboard box so a flap can be placed over your keyboard.

Courtesy of Wendy Jones - Touch-typing expert!
Or just fold a sheet of A3 paper...

Set your sights low! 

The goal is not to hit 50-100 wpm—yet. The goal is to become 'functional' ie type with all 10 fingers with capital letters and basic punctuation, even if the speed is relatively low, eg 25 WPM - at this point students can stop hunting and pecking and touch type, then anytime they type, they would effectively be practising. I reckon aiming for a minimum of 3 stars should suffice, and would mitigate the frustration they will most likely encounter if they try to get 4 or even 5 stars. If they switch to touch-typing for everyday use, they'd probably find that if they return to the typing tutor after a month they'd be able to turn those 3s into 4s and 5s without too much trouble. If they're anything like me, they will find that their touch-typing speed is probably slower than their 'hunt and peck' speed, but this is an investment, if they stick with it, they will be much better off in the long run.

Top Typing Club Tips

You start off typing gibberish, but fret not, most of the typing you'll be doing will be real words, even if the sentences don't make much sense.

Command R (refresh) to retry when (not if) you mess up right at the start.

Commit to at least 10-15 mins a day. This is all about making your subconscious know the keys without thinking about it, tedious repetition is the only way to do this!

Much like Maths, there's no point trying to be fast, focus on being accurate, and speed will come naturally and gradually with confidence. Focusing on speed will just stress you out, causing you to make more errors.

Give up (sometimes)! Sometimes your fingers just won't respond to your mind, and you'll find yourself going backwards! This is really frustrating,  you just need to take a break, do something else, come back in half an hour and try again.

Practice Makes Permanent!
You only get good at games like this through repetition, lots of repetition...  

Treat it like a platform video game, albeit not a very exciting one... It's the same kind of 'twitch' skill you learn through tedious repetition that is essential for mastering a platforming game like Super Mario Bros, or Geometry Dash, but a lot more useful! Soon you'll have a rhythm and your fingers will find the keys without you needing to consciously think about it. 

Ignore the backspace key, focus on getting it right without it, you can still get 3-5 stars even with some errors; the faffing about you'll be doing fixing the errors will actually lower your score more than you would if you just ignore the typos and keep going.

Star stress; the 'gamification' of this tool by rewarding you with stars is fine at the early stages, when hitting high scores is relatively easy... The problem is before too long this becomes a source of great frustration! My advice is that obtaining 3 stars (or higher) is more than enough. They can always return later and turn those 3 stars into or 5 stars when their skills have improved. There are other typing tools out there, like typingstudy that don't focus on these kinds of shallow motivators, which you might want to consider if the stars are causing stress!

Turn this off in settings as soon as you feel capable


Turn off the visual assistance ASAP, you need to be able to rely on touch as quickly as you can. I'd abandoned it by stage 10. I notice my speed increased significantly once I did that.

Focus on the first 56

Don't let the magical 100 bother you; by the time you hit 56 you will be able to touch-type, not fast, yet, but at least you'll have done the hardest part! As you can see from my stats above, I did, so can you! Out of curiousity, I decided to do the test review, which is kind of cheating, as you're supposed to do all the stages up to 75 first... But I 'passed' the test, I confess, I 'hunted and pecked' the numbers, still, I did it, and I couldn't have done it a few weeks ago!

How long does it take?



Based on the stats, it's taken me a total of 11 hours to get this far, or 660 minutes, which works out as 44 lots of 15 minute sessions—or about 6-7 weeks. Not a bad result considering this is an investment in a skill I'll be able to use for the rest of my life!*

So, you to can learn to touch-type in a couple of months, what are you waiting for?

When can they stop?

Even with a goal of approximately 2-3 months, you still need a clear idea of when it's OK to switch from using the Typing Club for practise, to just using everyday typing as practise, like I am now.

A good plan is to start at the start of term and push through until the end of term 1, ie Xmas. But the real point is to try and give kids 2 - 3 months of daily practise, to get them to a point where they can touch type basic sentences at about 20 wpm.

If you don't get to that point, basically everything they've done up to that point will be in vain, as they will have to revert to the bad habits of hunting and pecking for their writing.

Ideally kids should be scoring 20 wpm in lesson 203, as that is the stage where they are able to write in sentences with capital letters and basic punctuation. 

This should be 100% accurate, even if that means sacrificing speed, as in their everyday writing/typing they will need to be 100% accurate for it to be useful. Lessons 200 - 244 are the ones which are the goal, as mastering these means they can confidently and competently type most sentences, although they will need to 'hunt and peck' numbers and characters. 



A speed in the dashboard of 20 wpm is not the same thing, as they could be hitting 20 wpm in week 3, just typing asdf jkl; asdf jkl; or ll ss llss, ll ss lssl ...

We want the students to get to a point where they can touch type basic sentences before they stop using Typing Club, as they can they effectively practise whenever they type anything they need to type, like I am now.

Addendum

A year ago I stopped using Typing Club, and from that point forced myself to touch type everything I write (except passwords). When I went back in to Typing Club to compare today, my speed is now consistently over 40 wpm with 100% accuracy—it works!



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Thursday, March 28, 2019

Mega Man 9 Review & Repair

Mega Man 9 is my favorite Mega Man game along with Mega Man X. This is probably due to the fact that I've recently beat these two Mega Man games since developing my critical-eye. Regardless, there's a lot to be said for Mega Man 9, a game which just barely qualifies for the retro-evolved genre. The game looks old school and plays just like Mega Man did when I was a kid gathered around TV with all the neighborhood kids trying to come up with a strategy to defeat Gemini Man. Because MM9 is practically an NES, so much of the experience should already be quite familiar to us. For this reason, I only want to touch on a few points in bullet point essay style.



ADJUSTABLE DIFFICULTY

Many claim that Mega Man 9 is a very difficult game. I do not think it is for many reasons. Starting with a base made up of the default weapon, the M Buster, and a few lives, the difficulty in beating the game can be adjusted to a very fine degree. Players always have the option of...

  1. collecting lives before going into more difficult stages
  2. collecting energy tanks to refill one's health instantly
  3. using powers to more easily overcome enemies and tricky platforming sections
  4. using the powers that each boss is weak to
  5. spending bolts to buy additional lives, energy tanks, M tanks, and other power ups including Beat, Spike Shoes, and the 1/2 damage power up.
  6. farming enemy respawn points to refill health and weapon energy
Also, the more you play, die, and continue, the more bolts you'll accumulate. With more bolts, the player has more buying power to adjust the difficulty of their experience.


LEVEL DESIGN

The levels in Mega Man 9 are masterfully crafted. They have the perfect balance of difficulty, enemies, length, original elements, simplicity, and organic unity.


Click to Enlarge
  • Each level is very linear and constructed like a sentence with a beginning, middle (mini boss), and end (boss). Each level/sentence represents a simple game idea. Look at Splash Woman's stage for example. The simple game idea is going down into the depths and come back out the other side. The traveling path makes a "u" shape.
  • To keep things moving forward there are few scrolling sections to each level. Also, the player is prevented from backtracking horizontally. Once you enter a section, there's nothing else to do but keep pressing forward
  • Enemies are generally fixed in specific locations within a level and have strict spawn design. Move just slightly off the screen, and a enemy you just destroyed will be waiting to take you on again. Many enemies function as a path blocker instead of chasing the player down. Having to shoot down such obstacles keeps the game focused on shooting instead of running/dodging. This design decision keeps the experience controlled, and uniform across play sessions.
  • The organic level design and organic art direction harmonize perfectly in MM9. In Splash Woman's stage (see above) everything is designed and arranged to communicate a functioning water treatment plant. The water in the beginning starts to flow downward, and water mines and octopus robots provide primary security protection (1-3). As the water descends, the spikes filter out unwanted content (5-8). The water the runs through pipe filters that generate air bubbles as waste. This air is expelled through holes in the pipe work (9-12). Next players hit a pocket of air in a pressurized zone where pipe runners run maintenance and security (12-16). Traveling up you encounter a computerized system mixing and filtering sections of water via sliding disks (14-16). And then you're practically at the boss, Splash Woman, who will battle in nothing less than the purest, most highly filtered water technology can provide. Sure it's a little imaginative, but the forms are all there.
  • By following through with this organic theme, the placements of the platforms and other level elements were guided. Like in Super Mario Brothers, bricks aren't placed willy nilly just so that Mario has things to break and platforms to jump on. The bricks in Mario are arranged to reflect functional structures; towers, bridges, stalagmites, etc. By following such organic guidelines, MM9 levels are as efficient, clean, and functionally focused as can be.
  • Aside from unique enemies, like in Super Mario Bros. 3/Super Mario Galaxy, new level elements are added to the MM9 levels as needed to further develop and define the governing game ideas for each stage. In Splash Woman's stage, the platformable water bubbles (9-12) and the disappearing water sliding sections (14-16) are specific to this stage and add unique gameplay to the level.

POWERS THAT POWER UP

Fleshing out a quality game after starting with a limited core design is a skill that Capcom uses very well. By adding a balance of abstract mechanics, extra modes, and unique level/enemy elements, Capcom is able to develop rich game ideas instead of flopping in undynamic, static redundancy.

To understand how the core design of Mega Man 9 is limited, we need to first look at the core mechanics and compare them against Mario and even other versions of Mega Man.


Mega Man's Base Abilities

  • No RUN mechanic. Megaman moves at the same instant and constant speed whether he's on the ground or in the air. Because there is no accelerative motion forward, it's not jarring to the player that Mega Man doesn't skid to a stop. It's not unusual that Mega Man can instantly reverse his direction in mid air either. Where Mario uses the RUN mechanic to create momentum (physics wise and game design wise) and increase difficulty by reducing the reaction time window for the player, Mega Man marches on in a relatively simple fashion.
  • Mario must get a running start to achieve his maximum jump height and distance. Mega Man doesn't, which makes difficult jumps within a level less dependent on adequate running room. For this reason, Mega Man can create difficult platforming challenges in a very small space.
  • Mega Man can only shoot straight. To aim, he must JUMP and SHOOT. Because the JUMP mechanic is highly direct in degrees of vertical height, players have the ability to accurately SHOOT at just about anything within jumping range. Fortunately, pullets travel through walls. These properties create interesting aiming situations that mix anticipation, aiming through levels, and platforming in unique ways.
  • The core mechanics (MOVE, SHOOT, JUMP) aren't very dynamic. You can't jump on enemies. Enemies generally aren't stunned after being shot. Also, the momentum from leading one's shots is diminished somewhat when it relies on memorization or luck.
  • Unlike other 8-bit and 16-bit Mega Man iterations, MM9 Mega Man can't CHARGE, DASH, WALL KICK, SLIDE, or WALL SLIDE. The acceleration when SLIDING gives players the ability to dodge low flying attacks at the risk of falling off of platforms or running into enemies. As we know, the CHARGE mechanic does all kinds of wonders for gameplay. The WALL SLIDE/KICK mechanics give a lot of vertical definition to Mega Man's movement possibilities. Combining the DASH with the WALL KICK, gives players the ability to leap far off from walls. With these mechanics, enemies, bosses, and platforming sections have more versatility to mix things up. The DASH mechanic when combined with the JUMP mechanic, gives Mega Man the ability to quickly move about any environement. Like Mario's RUN mechanic, moving more quickly also comes with risks. Without these things, MM9 is clearly more limited in the enemy and platforming challenges it can put players through.
Ultimately, Mega Man must be able to defeat the vast majority of challenges with MOVE, JUMP, and SHOOT. After all, these mechanics make up the core/base of the game and are inexhaustible. When a game isn't very dynamic (mechanic dynamics, interplay, counterpoint), instead of emerging as a vehicle of expression, such games usually move in the opposite direction toward optimization. While this is true for MM9, the design of Mega Man's (mostly) optional acquired powers give the player a vehicle of expression while dynamically changing the paths and strategies available to the player. It is these powers that give MM9 design layers, dynamics, variation, and depth.

The Powers


Click to Enlarge

The limitations of Mega Man's moving and shooting abilities are apparent. But with every boss Mega Man defeats, he gains the use of one of their abilities. Each ability enhances some combination of Mega Man's moving, shooting, and defensive abilities filling up a unique design space. Starting at the top middle (12 o'clock) and going clockwise...
  • Plug Ball: Travels quickly along the ground, walls, and ceilings. In the air, this attack shoots straight down, which is unlike any other Mega Man attack.
  • Magma Bazooka: Shoots a triple spread attack. The fastest of two projectile attacks that can travel diagonally up or down. This attack can also be charged.
  • Hornet Chaser: Up to three can be fired at a time. They will slowly chase down any enemy on screen flying through walls to get to them. These hornets also have the ability to retrieve items from the field and bring them back to Mega Man.
  • Concrete Shot: A fast projectile that quickly arcs downward making it difficult to aim. This projectile also stops against walls, ceilings, and enemies. Once it hits something, it solidifies into a brick of concrete that players can use as a temporary platform.
  • Black Hole Bomb: A two stage attack that sends out a slow moving target and then activates forming a black hole that draws in enemy fire and enemies. Setting up this attack requires a little patience, knowledge of the level, and timing.
  • Laser Trident: This attack fires and travels very quickly in a straight line, and has the ability to cut through enemy defenses because nothing stops it. There are also special obstacles that can only be destroyed with the Laser Trident.
  • Jewel Satellite: Activating this power creates a shield of jewels that circle the player that reflect basic enemy attacks. These jewels can also completely eliminate weak enemies upon contact infinitely without any additional energy consumption. A collision with a stronger enemy will cancel the jewels. The ring of jewels can be launched as a projectile.
  • Tornado Blow: This handy attack sweeps all enemies and their attacks up and off the screen forever. The wind that sweeps away the enemies also floats Mega Man upward extending the height of his jump.
  • Rush Coil & Rush Jet (not depicted): These two abilities give Mega Man a super jump and the ability to fly a jet around for a limited time. Rush, the dog, can safely stand on spikes allowing players to access some areas safely. When Rush Jet collides with a platform or wall, he disappears leaving Mega Man behind to deal with situation.
On top of the platforming, offensive, and defensive changes these powers bring to Mega Man's basic abilities, they also have decay. Let's face it. The player is quite over powered with access to all of these abilities, but with every use the powers consume energy. Without energy for a specific power, Mega Man can't use it. Use powers haphazardly and excessively, and soon you won't have anything more than the basic abilities.

The decay goes a bit further. When players die and respawn, the energy/ammo they consumed on the previous life doesn't reset. In this way, dying and poor playing isn't completely remedied by having lots of lives. If you use all of a power trying to defeat a boss and fail to finish him/her off, then when you go back to fight that boss, you'll have to battle without that power. This is most apparent in the final assault on Dr. Willy's fortress. Players have to fight through 4 large levels and 11 bosses before getting a chance to fight against Willy's 3 stages. If you mismanage your power at any point in this gauntlet, you'll have a hard time replenishing your supplies.

The way these powers are designed, it's no wonder that enemies drop refilling power pellets less often than energy pellets or screws. It's also no wonder that the shop only lets you by one M Tank which refills all of Mega Man's power supply and health.


The design in Mega Man 9 is so clean and apparent that we all can learn something about game design from it. The game is simple. The controls are tight. And the player can make it as hard as he/she wants. The first play through is long and filled with learning and the kind of refinement that requires a determined will and self discipline. Then each subsequent play through gets easier and easier. With convenient speed running options Mega Man 9 is more concentrated on its best qualities than the other 8-bit brethren.

"With these powers....I have the power... to do it better....to do it faster." ~me

ROBOT REPAIR

Approaching a repair of Mega Man 9 is tricky. After all, the game was intentionally design to reflect the design of the Mega Man games from the NES era. Most of the suggestions I could make for the game would invariably counter its original aim and goals. As with any repair, upholding the spirit of the game is key. It is not the job of the repair man to make a new game, but make the game that already exists better, cleaner, and communicate its ideas more clearly.

With that said, these are just a few ideas that I have for Mega Man 9. Some are repairs. And though some are changes, I think they're interesting enough to post.

  • The ammo bars for Mega Man's powers should be quantified for the powers that consume lots of "pixels"/ pellets with a single use. Tornado Blow and Jewel Satellite are two examples of powers that take a chunk out of their ammo/power bar. Because of the way the power bar is divided into pellets, it's difficult to gauge how many more uses of a power are left. This is a simple fix to help player count their bullets so to speak.
  • Like Bionic Commando Rearmed, Mega Man 9 should contain a puzzle mode or challenges that are short levels focusing on the unique properties, nuances, and intricacies of Mega Man's powers.
  • Though the random drops from destroyed enemies has been in the Mega Man series since the beginning, considering the possibilities of taking this design element out of the game can lead to some refreshing design alternatives.
  • To balance not getting health drops from enemies, it would be interesting if Mega Man could get small health bonuses by destroying enemies with the M Buster at close range. When gunplay is at the core of a game, I always like design elements that define the space between a gun and the target in interesting ways.
  • To refill the ammo for powers, it would be interesting if Mega Man could interact with specific enemies and/or the environment. How about standing under a rushing waterfall to refill Splash Woman's power? Switch to Magma Man's power and draw in energy from lava pools or flame attacks. Having more unique interaction with the level would give players more reasons to travel back to old levels while preserving the conservation design of the powers that already exists in Mega Man 9.

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Shades Of Resonance: Disappointment And Regret - Memory Log #55

Mega Man X4, X5 & X6

Let's put Mega Man X2 and Mega Man X3 aside for a moment. Because if we're really going to highlight Mega Man X games that so inextricably blend together in my memory that I'd struggle to identify any single Maverick, stage theme, weapon, or graphical detail as belonging to a respective game, then we have to talk about Mega Man Xs 4 through 6.

Really, I find theirs to be a whole new level of indistinguishability.

I'm quite serious: If you were to put me on the spot, I wouldn't be able to point out the ways in which X4 and X5's plots differ. I'd likely fail to place any of the supporting characters. I'd have to guess as to which soundtrack belongs to X6.

About all I remember for certain is that they're practically identical in terms of storyline, visual style, mode of progression, and overall content. And that's regrettable because it shouldn't have worked out that way; rather, I should be here talking about my cherished memory of how the PlayStation trilogy of X titles built toward the series' unforgettable grand finale! But, sadly, I can't do that.

"So where did things go wrong?" you ask.

Well, it all started a few days earlier, when Mega Man 8 was failing to set my world on fire. I was looking for it to finally evolve the classic Mega Man formula in a meaningful way, whereas Mega Man 7 unfortunately punted the ball, but it chose to instead closely adhere to the established template, whose age was now showing. At the time, I viewed Mega Man 8 as disappointingly derivative, its a wasted opportunity to use the power of 32-bit hardware to showcase newly conceived, boldly innovative design techniques. And as I plummeted into a bottomless pit for, oh, the 50th time during one of those "Jump! Jump! Slide! Slide!" segments, all I could think about was how badly I wanted to be finished with this game so that I could move on to Mega Man X4 (purchased in tandem), for which I had high hopes.

I didn't believe it so delusional to think that history would repeat itself--that Mega Man X4 would heroically dash its way onto the scene and conjure the evolutionary spirit of its amazingly ambitious progenitor.

And now the burden fell on Mega Man X4 to deliver to that expectation.


And, well, the early signs were discouraging.


My heart dropped when the action commenced and it became immediately apparent that X4 had resolved to replicate Mega Man 8's--and not its SNES predecessors'--general aesthetic. X's sprite sported that same scaled-down, anemic look. Once again the "slick" redesign for health and weapon-energy pellets stripped them of character and distinguishability. And it remained true that the now-generically-styled green energy meter was so much less distinctive in comparison to the traditional sliver-based meter, which I saw as essential to the Mega Man series' fabric. I mean, the game looked OK, and it animated nicely, but something about this visual style was just off.


Everything about the game's level design seemed antithetical to the foundational tenets established by the original Mega Man X: The stages were cramped and linear, their navigable spaces often limited to narrow corridors. Its action was normally locked to a single screen, and as a result there was a clear lack of wide-open spaces and the element of exploration. And its breaking up stages into separate parts, which was one of Mega Man 8's more egregious transgressions, served to interrupt the game's flow and erode any sense of cohesive design. I'll reprint what I said about this design choice in my Mega Man 8 piece, since it also applies here:

"All sense of logical progression would be lost when suddenly Mega Man would teleport off the screen and after a ten-second loading time reappear in a completely different area with both his health and weapon energy fully restored. Most egregiously, this constant replenishing of his meters worked to trivialize the game's challenge. 'Why bother being tactical when I can find reward for simply tanking my way through a stage section?' I reasoned."


Mega Man X4 was "graphically superior" to its predecessors from a technical perspective (with its multiple scrolling layers and large amount of onscreen activity), sure, yet there were many instances in which its environments felt flat and lifeless. It was typical that backgrounds were visually uninteresting and at times seemingly de-emphasized, their textures lacking for color and detail.

This chosen art direction rendered X4 spiritually distant. The SNES games had a patented visual style that just worked, and for some reason they decided to ditch it for one that wasn't nearly as attractive.

I mean, I was all in favor of developers trying new things--shaking up tired formulas--but I wasn't particularly fond of changes that betrayed an original vision. X4, I felt, was guilty of doing so.


Now, X4 did have some things going for it: This time, I actually liked the anime cut-scenes. Well, it's more that I found their content to be highly intriguing--particularly when it gave us a glimpse into Zero's past via flashbacks and dream sequences. As I played through Zero's campaign, I found myself riveted by those like the opening cut-scene in which we see the silhouette of Dr. Wily commanding Zero to destroy "him" (X, presumably). Later on there was another gripping scene that revealed in great detail one of the major events leading into the Mega Man X series: an extremely violent confrontation between Zero and Sigma, who at that point were on different sides of the conflict--Sigma the calm, collected champion hunter tracking down the crazed killing machine called "Zero." The implications of these events were obvious, and I was excited to see where it was all heading.


All right--so maybe some of the voice-acting was still far from appropriate. The worst example of such--and perhaps the series' most infamous--is a comical scene wherein Zero expresses his grief over the loss of Iris, his female companion, by uncharacteristically breaking down and yelling "WHAT AM I FIGHTING FOOOOOOOOOOOOOOOOR?!" His inflection was such that it sounded more to me like he was Pee-Wee Herman reacting to someone saying the secret word ("Did someone say 'For'?! AHHHHHHHHHHHHHHHHHHHHHH!" [dinging noises]).

No--that's probably not what they were going for.


Also, X4 boasted a few interesting level-design gimmicks (which I now recall after playing the game in preparation for this piece): There's a stage section in which X finds himself under assault by the interfering Maverick boss Jet Stingray while he blitzes across the terrain on a Ride Chaser (the hover bike we hadn't seen since Overdrive Ostrich's stage in X2). There was Slash Beast's in-transit military train with its large laser turrets and legion of patrolling Metalls (though, I'm biased here in that I've always loved stages where you ride atop trains or series of trucks). The spiraling staircase that comprised the backdrop of Split Mushroom's stage made for a memorably unique visual. And Cyber Peacock's time-based challenges were new and interesting.

These types of creatively implemented gimmicks could almost disguise their concomitant stages' cramped, constrictive linearity.


I had no complaints about the soundtrack; there weren't any standout tunes, no, but all of the compositions were solid. Though, I continued to wonder why none of the Mega Man X sequels could come close to approaching the original in terms of its consistently awesome music. Could it have been one of those missing "creative forces"? (GameFAQs tells me that X1 and X4 share the same composer, so it must have been something else.)


But as yet another underwhelming Sigma battle drew to a close, it was clear that Mega Man X4 was about to fall well short of my expectations. It had chosen the path of pure formula but not even the one its predecessors inspired; rather, it desired to share commonality with Mega Man 8, of which I didn't need to be reminded. That's how it continued: Homogeneity became a theme with the PlayStation Mega Man games; a haunting feeling of sameness pervaded their every pixel. I remember them all as one big inextricable mass.


X4 did, however, succeed in one key area: It hooked me with its story. That is, I was very eager to find out how Zero's story arc would play out--what they'd reveal about his past. That accomplishment, alone, earned the X series another chance. Oh yes--I was willing to buy a sequel just to see where the story would endeavor to take us. And with any luck, Inafune and his staff would use the time in between to find the inspiration they needed to craft a gameplay experience that was equally compelling.


That sense of eagerness persisted: I was genuinely excited to get my hands on the recently released Mega Man X5! That's right: I wasn't going to be late to the party this time! Well, not too late, at least. My copy of X5 arrived on April 25th of 2001--approximately two months after the game released--which was still within the window where I could take part in that all-important collective experience! It felt good to finally be up to date with the scene.


What pumped me up even more was the game's absolutely rockin' opening tune. I'd just begun to recognize that its softly composed, melancholic intro was a recreation of Zero's Mega Man X theme before it exploded into an electrifying piece whose super-charged metal strains filled me with energy and brought my excitement to a fever pitch. I barely knew it, yet it was already a serious challenger to the Mega Man X intro, which I'd always considered the best of the best in terms of perfect lead-ins.

From what I'd seen of it in videos, X5's gameplay was looking to be more of the same--its action solid, yes, but nothing more. Yet I couldn't find it within myself to be disappointed; honestly, I was expecting that it would closely adhere to the existing formula. So that's not where my focus was as I advanced past the title screen. All I really cared about was Zero's story; I needed to know what the game's writers were taking all of this. Truly, I couldn't wait to finish X's campaign (I preferred to play through these games individually with X and Zero rather than constantly swap between them) so I could pick up the action with Zero! I didn't care one bit about the rest of the cast (the Colonel, Double, Signas, Douglas, Moe, Larry, Steve, and whoever else) or their uninteresting character motivations, and I couldn't have been less concerned with plot developments that entailed crashing Space Colonies and other emotionally unimpactful large-scale disasters.


However, once I took control of X, my excitement turned to puzzlement. The reason: this game was chatty as hell. I quickly became agitated by Alia's frequent transmissions, which were seemingly delivered with the intent to hold the player's hand every step of the way. There were periods when she'd interrupt the action every ten seconds to notify me of something that was already patently obvious. "Why is there a hint system in a Mega Man game?!" I questioned in annoyance. "Who do they think they're making these games for?"

It never stopped.

Also, this is where the series started to go overboard with armor upgrades and the number of systems attached to them. None of it made any sense to me. I didn't know what they were going for. And I didn't care to do any research on the matter, because the whole concept was entirely uninteresting to me.


Furthermore, there was now an inexplicable mechanic that would allow for you to somehow travel to the game's final area at any time but only under certain conditions. What those conditions were, I had no clue. And again--I just didn't give a damn. All I wanted to do was play a Mega Man game without having to worry about getting a bad ending because I didn't wear Falcon armor exactly six times while battling Mavericks whose names have two Os.

It did make me wonder, though: When did Dr. Light find the time to scout these locations and station all of these upgrade capsules? I mean, how did he know to build so many of them? And how is it that no one--particularly any of the stages' Maverick guardians--ever stumbled across one of them?

It's either that Light had incredible foresight or everyone else in this world was dangerously oblivious.


Still, I was happy with certain aspects of the game. For one, I thought it was clever in how it was handling Zero's story progression, with hints and subtle inferences working to fill the gaps (Zero's initial interaction with the holographic Dr. Light made for particularly interesting scene, though I was a little concerned with what Light's feigned ignorance might mean for Zero's search for truth). It was the perfect amount of teasing. I was so ready for the big reveal!

Also, the soundtrack was pretty damn good. In contrast to X4, it had a few standouts, like the Zero Space stage theme; 2nd Encounter, which plays during the second Sigma battle; the heart-wrenching Zero's Dead, to which you should listen if you ever want to fall into depression. I didn't even mind that the composer cheated and brought back Mega Man X's Dr. Light-capsule music and the Bubble Crab stage theme (your musical accompaniment during the equally aquatic Duff McWhalen stage). Both were great recreations, and their presence went a long way toward providing the game a nostalgic link to the SNES trilogy, which were otherwise a world away.

Outside of that, there wasn't much unique about Mega Man X5. From an artistic and design standpoint, it was pretty much interchangeable with X4. It featured similarly cramped environments; the same drab, muted background work; and a number of recycled stage gimmicks like speeding across terrain in a Ride Chaser (in one of the most infuriating segments ever), navigating across moving train cars, and running up a large spiral staircase, its higher and lower portions scrolling across the background as if to create the sense that the screen was actually spiraling (still an impressive effect if you ask me).


But I was here for the story, and the game had done a great job of building to its climax. The bulk of the responsibility fell upon its cyber-themed Zero Space stages, which did brilliantly to create an air of finality and ultimate culmination. The music's melancholic, wistful vibes penetrated the soul, its accompaniment fantastically capturing the emotion and anticipation of the moment.

The first stage in the series was a clear recreation of Quick Man's habitat, its every platform remindfully crafted and its timed insta-kill lasers still as stress-inducing as ever (and in staying faithful to the design of yore, could use the time-stopping Dark Hold weapon to neutralize them!). Its final room pit me against the shape-shifting Black Devil--the most cunning and versatile in its line; what made this battle so very memorable to me was its devotion to authenticity--how it was appropriately flavored by the castle-boss theme from the original Mega Man! Suddenly I was home again.


The second was home to recognizable Mega Man X fortress boss Rangda Bangda, who functioned as expected. The third spilled into a chamber whose background displayed an instantly recognize symbol: It was a giant W--Dr. Wily's insignia. Its haunting presence supplied a sense of enormity to the X-versus-Zero encounter we'd been waiting for ever since we saw it predicted in Mega Man X3's credits. And there--in the background of the final stage's boss room: "Those are the capsules from which X and Zero emerged following their respective hibernation periods!" I excitedly observed, my anticipation-level having now reached its peak.

Something big was going to be revealed following this final battle with Sigma. I just knew it.

And here we were. Mega Man X5 had gone about paying respect to the series' three most important games (Mega Man, Mega Man 2 and Mega Man X)--those we regard as being most responsible for bringing us here. It had reminded me of who I was and where I came from. We'd come full circle. And what had begun 14 years prior in that humble little NES game with the silly box art was about to come to its grand conclusion!


Aaaaaaaand then they completely and utterly blew it. Following half-a-decade's-worth of hinting and alluding, we were given absolutely zilch. There was no big twist. No Wily reveal. And no epic finale in which Zero battled and defeated a cybernetically enhanced Dr. Wily and thereby exorcised his demons. There was no payoff whatsoever. Instead Zero died again--for, like, the tenth time--his interpretation of his recurring dream (he realizes that he was originally created to destroy Reploids) the last thought relayed to us before a loading screen abruptly ushers in the credits.

Oh, I knew where this was going, and I didn't like it at all. "Buy the sequel to see if Zero returns and discovers more about his past!" they'd likely tell me. Capcom had played me like this before. More than once the company's propensity for endless repetition had rendered my search for finality a pointless pursuit.


Quite simply, I didn't want to be baited anymore. I didn't want buy any more Mega Man X sequels. I was done.

Mega Man X5 should have been it. That Sigma battle should have been the last one ever fought. That soul-touching, apex-rendering Zero Space theme should have endured as the tune that colored our memories of a series that knew when its time had come.


Instead there was Mega Man X6.

And yeah--I talked myself into buying it. I twisted myself into submission using all sorts of mental gymnastics. I put up whatever front was needed to suppress those feelings of shame as I clicked over to Amazon.com and placed that order.


Yet I was well aware that my chosen rationale was anything but sane-sounding: Basically I was still desperately clinging on to the hope that Capcom would deliver something resembling the "epic grand finale" I'd spent years putting together in my head. I couldn't accept how it had gone down--how Zero had anticlimactically died and all of those allusions to "the doctor" were simply going to be forever left to our interpretation. I didn't care about Sigma's purple viruses or what they meant to the story. All I wanted to see was (a) an animated flashback that showed us how Zero killed the original Mega Man (an event we all believed to be canon) and (b) an endgame sequence in which Zero and X teamed up to battle Sigma and his mystery friend--a cybernetic or holographic form of the still-sentient Dr. Wily. All I wanted was finality.

And I was willing to give Capcom one last chance to provide it.

That mistake was on me.


Frankly, I was stunned by how aggressively unapproachable Mega Man X6 was. To start, the situation with the armor sets/upgrades had now grown even more complicated. You could play as an unarmored X, sure, but you probably didn't want to do that when when a number of more powerful armors were readily available; but, you see, if you overused a certain armor, then you wouldn't be able to obtain parts for another armor that was needed to access a special stage whose navigation was required if you desired to earn the best ending, unless, of course, you chose to wear the fourth armor, which would only be available if you used the third armor but never the second, and access the final stage early except if you used the fifth armor more than three times on days beginning with the letter M, in which case you were screwed.

"What the hell is going on here?" I'd wonder, mine a perpetual look of puzzlement. "Why is any of this necessary? Why can't I just play as plain ol' X and upgrade him naturally, like I did in the past?"

Attempting to make any sense of the armor system only made me frustrated, so I decided to ignore it--to just play the game however I wanted.

Also, it was immediately obvious that Capcom didn't even bother to fully localize the game. Both the lyric-driven music and the (overly long) cut-scenes still featured the original Japanese voices! The game was clearly rushed over to the North American market (it did release a mere ten months after X5, after all), which made me believe that Capcom was apathetically dumping it out into the marketplace, as if its executives no longer gave a damn about the Mega Man franchise or how it was perceived. "Why waste money localizing or marketing this stuff?" they probably thought. "The idiots will buy it anyway!"

Well, they were able to rope in one sucker, at least.

But the absolute worst part of Mega Man X6--the principal game-killing attribute--was its rotten level design. I'm not exaggerating when I tell you that its stages were some of the most aggravating I'd ever experienced; they were a bad combination of overly gimmicked and cruelly designed, the majority of them so insanely challenging that I couldn't complete a single stage even when using superior armor. One of the biggest offenders was Rainy Turtloid's stage, which implemented a hideously awful dynamic masking effect that darkened 90% of the screen and reduced my field of vision down to a constantly reshaping slice of screen; on top of that, it tasked me with finding and disarming time bombs while a constant deluge of acid rain was slowly draining my health. "Why stop there, really?" I thought. "Why not rig it to where a giant spring-loaded hammer knocks you back to the stage's starting point any time you touch the ground?"

It wasn't long before I'd reached a breaking point: Following an endless series of failures, I arrived at Commander Yammark's stage, which featured narrow, enemy-stuffed corridors and--oh yes--that same obnoxious masking effect! I couldn't make it past the first section; whether I was attempting to meticulously inch my way forward or swiftly tank my way through, the result would always be the same: failure. And after I died about, oh, thirty times, I'd have enough.

Call it a "rage quit" if you will.

I angrily switched off the system, popped out the disk, snapped it back into its CD case, and tossed it into my game cabinet. And I had no plans to return to it. In fact, I knew that I could die happy if it meant never seeing Mega Man X6 again. (Had I not watched my favorite Youtubers and Twitch personalities play it, I'd still know very little about it.)

But Mega Man X6 did more than kill any of the remaining enthusiasm I had for the Mega Man franchise. No--my disgust with X6 was also the impetus that drove my decision to shut down my Mega Man fansite, which I'd been building for two years (no big loss to the world, really). Talking and writing about Mega Man just wasn't fun anymore.

I wanted nothing more to do with the franchise beyond that point. I had absolutely no interest in the Mega Man Battle Network or Mega Man Zero games because I knew what would happen to them; they'd be driven into the ground in much the same way. That was just Capcom's way.

I grew so detached that neither Mega Man X7 or X8 registered as even a blip on my radar. It wasn't until years later that I saw either in motion. And all I can say is that mediocrity oozed from their every pore.

Damn Capcom for forcing its development teams to continue pumping out Mega Man X titles--for trying to wring every last cent out of a rotting corpse. I may not agree with how Inafune and his staff handled the Mega Man X series past the inaugural entry, but at least they were prepared to let it die with grace. Good on them for objecting to the idea of continuing the series after X5 (Inafune chose not to be involved with X6 and later apologized for it).

I wouldn't play another Mega Man game until seven years later, when I downloaded Mega Man 9 on my Wii. But that's a story for another time.


In the end, the PlayStation Mega Man X games remain something of a sore point for me. They disappointed me in so many ways. Theirs wasn't the start of a celebrated redemption effort, no; rather, each new entry only served to accelerate the download slide on which the series had been since Mega Man X2. And I'll always wonder why it had to be that way--why the X series, which started out so magnificently, worked to deny itself the opportunity to reach legendary status; why it finds itself mired in mediocrity and flirting with irrelevance.


There's no saving it now. It's far too late. All we can do is wonder about what might have been had Capcom known what it had and treated it with the proper respect.

Were it not for the existence of this blog and my need to replay the games I write about, I'd probably have never again revisited Mega Mans X4, X5 and X6. I thought I'd least extract some enjoyment out of X5, which for years I told myself was solid, but after replaying it, I can't imagine why I believed this to be the case (maybe it's that my memories of the game are positively shaded by what went on during its endgame portion--by how I remained so captivated as its story perfectly built to a crescendo). In fact, I didn't enjoy playing a single one of them. Hell--I was fed up with X6 after only a few minutes; I couldn't get that CD out of the disk tray fast enough.

This is probably the last time I'll ever play any of them, and I'm not sad about that. They're just too frustrating. They evoke too many unpleasant memories.

Really, I wish it were true that none of these sequels existed and the original Mega Man X's name wasn't tarnished by its association with a collection of games that just couldn't live up to it. Mega Man X, a brilliant masterwork, gave them an amazing platform from which build, but they dropped the ball, the whole lot of them instead opting for the safety of the ground level.

Maybe the bar was set too high. Or it could have been that Inafune and friends simply didn't possess the drive or the ambition necessary to top the original work. Or perhaps it's that I'm just fooling myself--that maybe the Mega Man X series was never meant to be anything more than it was.

Honestly, I don't know what the truth is. I don't know why history played out like it did.


But of one thing I'm certain: Whenever I play Mega Man X, I'll continue to dream about a reality in which I'm revisiting the game whose success bred a series of sequels that relished the opportunity to build toward the stars and proudly carry forward their forebearer's legacy.