Comments on: The Anatomy of Mega Man | 11 | Sophomore slump http://www.anatomyofgames.com/2014/05/21/the-anatomy-of-mega-man-11-sophomore-slump/ Defunct, amateurish, game design analysis by Jeremy Parish Wed, 25 Nov 2015 23:31:21 +0000 hourly 1 https://wordpress.org/?v=4.5.7 By: LBD "Nytetrayn" http://www.anatomyofgames.com/2014/05/21/the-anatomy-of-mega-man-11-sophomore-slump/#comment-2622 Sat, 24 May 2014 07:28:48 +0000 http://www.anatomyofgames.com/?p=10682#comment-2622 One would think, but as I’ve learned over the years, you’d also be surprised.

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By: Mr. P http://www.anatomyofgames.com/2014/05/21/the-anatomy-of-mega-man-11-sophomore-slump/#comment-2617 Fri, 23 May 2014 07:52:46 +0000 http://www.anatomyofgames.com/?p=10682#comment-2617 In the water-tube section, it’s easier to jump over the Pengs and Killer Bullets. You just have to stop short near the exit to avoid contact with a Bullet that’s perfectly timed to arrive at the same time. I always had a weird affinity for that stage (the “bowling-alley board,” as we’d call it).

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By: J. Parish http://www.anatomyofgames.com/2014/05/21/the-anatomy-of-mega-man-11-sophomore-slump/#comment-2615 Thu, 22 May 2014 12:33:13 +0000 http://www.anatomyofgames.com/?p=10682#comment-2615 I’m positive that you begin at the start of your current Wily stage if you lose. But yeah, the lack of respawning blocks sucks.

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