For every Zero game, bind your subweapon to R instead of R+Attack. The smoothest loadout is probably to have the saber on Attack, and the buster as your subweapon. Your biggest tool will be charged attacks, once you unlock them.
Save your game after completing each level. Your lives are technically finite in Zero 1. You can always reload your file, but running out of lives on a mission will give you the choice to skip the mission (and whatever rewards it might have), or reload the file.
grind for crystals and skills in the starter underground lab area, it'll help you get used to the controls
You can also tell Ciel "No" after the intro mission and then go grind in the starting area (coming back to the base to save your file), rather than do it during a mission and risk losing all that progress when you die. IMO, the game is balanced enough that you can go through it without grinding, but getting higher weapon levels early on does give you a significant edge.
I bought all the Megaman, X and Zero games and played through 1-11 and X. I couldn't bring myself to continue any further. For some reason I enjoyed Megaman series way more than I enjoyed Megaman X.
The dirty secret nobody likes admitting is that the X series is all downhill after X1. Classic doesn't quite reach X1's peaks, but the games tend to be more well-rounded far more often. >X1 is excellent, being the most natural evolution of the classic games (my one minor personal gripe is having two of the four armor pieces forced on you) >X2 introduces some good mechanical staples going forward (especially making the ground dash a standard technique and the new air dash), but some items are a pain in the ass to get and the X-hunters hopping around from stage to stage is an annoying wrinkle for first-timers >X3 goes apeshit with collectibles, secrets, missables, and shallow one-upsmanship for its own sake on the armor pieces (also the SNES' music is godawful whereas the CD versions' music is bland cheesy snyth shit) >X4 is scaled back, with the offset of adding Zero as a fully playable character (as opposed to him being limited in X3) and emphasizing story more, but bosses are rarely designed with Zero in mind; outside of Zero, there's also not a lot of innovation to be had with X4 (nor the same level of tight level/boss design that X1 had, but it's never outright bad) >X5 has a time limit with RNG to influence the ending, Capcom hadn't fully thought through the new ability to freely switch between X and Zero, the idea of multiple armor sets for X is nice but badly executed, and the Parts system is a needless concept that goes 100% unexplained and can be easily missed without issue >X6 is a rushed mess with horrible level design (well holy goddamn), Zero has to be unlocked for plot reasons, the bosses are designed like crap, and the Parts system is simplified but actually collecting them is a gigantic pain in the ass now >X7 is a graceless attempt at 3D with slow movement, the new character's gimmick has limited use and appeal, and the titular character has to be unlocked for no good reason >I didn't play X8 lol X7 burnt me out too badly
>listen to it again >remembering being in high school >had a shitty laptop but I played VNs, watched anime, did everything on that thing >those times are gone forever and I don't know how to get them back
Also watch streets of fire
I started playing megaman zero collection but the first one is really hard...
grind for crystals and skills in the starter underground lab area, it'll help you get used to the controls
For every Zero game, bind your subweapon to R instead of R+Attack. The smoothest loadout is probably to have the saber on Attack, and the buster as your subweapon. Your biggest tool will be charged attacks, once you unlock them.
Save your game after completing each level. Your lives are technically finite in Zero 1. You can always reload your file, but running out of lives on a mission will give you the choice to skip the mission (and whatever rewards it might have), or reload the file.
You can also tell Ciel "No" after the intro mission and then go grind in the starting area (coming back to the base to save your file), rather than do it during a mission and risk losing all that progress when you die. IMO, the game is balanced enough that you can go through it without grinding, but getting higher weapon levels early on does give you a significant edge.
New song, if you weren't aware.
The music is good and I like the synth themes but the lyrics aren't doing much for me. Just not as biting as Act 1 and 2.
Still seeing these frickers live is a Goddamn experience.
THE SUN WILL RISE I SWEAR IT
IF WE MAKE IT THROUGH THE NIGHT
IF WE LIVE TO SEE THE DAWN
>DO YOU SEE THE TRUTH IS THEY DON'T WANT TO CHANGE THIS, THEY DON'T WANT A HERO, THEY JUST WANT A MARTYR, A STATUE TO RAISE
guys why did the fight suck so bad
I'VE GOT THIS BURNING LIKE MY VEINS ARE FILLED WITH NOTHING BUT GASOLINE
Whatever happened to that band?
they just dropped a new song
it fricking sucks
>Act1 - garage punk nerdcore
>Act2 - rock opera
>Act3 - iron maiden tribute album
Imagine taking over 10 years for this shit
>meanwhile, on the good side of "came back after a decade"
the vocal song is dogshit though
>the fight is bad
no shit its almost like the most important members of the band are gone
>tfw seeing these guys 7 years ago in a tiny bar in the middle of Kentucky was the best concert I've ever been to in my entire life
>tfw saw the final live show Turbo Lover ever preformed at
>tfw waiting more than a decade for the third act that's probably going to be bad when it comes out
>I AM
>(NOT)
>GUILTY
I started listening to this because of the last thread, should I listen to the megas too?
I bought all the Megaman, X and Zero games and played through 1-11 and X. I couldn't bring myself to continue any further. For some reason I enjoyed Megaman series way more than I enjoyed Megaman X.
The dirty secret nobody likes admitting is that the X series is all downhill after X1. Classic doesn't quite reach X1's peaks, but the games tend to be more well-rounded far more often.
>X1 is excellent, being the most natural evolution of the classic games (my one minor personal gripe is having two of the four armor pieces forced on you)
>X2 introduces some good mechanical staples going forward (especially making the ground dash a standard technique and the new air dash), but some items are a pain in the ass to get and the X-hunters hopping around from stage to stage is an annoying wrinkle for first-timers
>X3 goes apeshit with collectibles, secrets, missables, and shallow one-upsmanship for its own sake on the armor pieces (also the SNES' music is godawful whereas the CD versions' music is bland cheesy snyth shit)
>X4 is scaled back, with the offset of adding Zero as a fully playable character (as opposed to him being limited in X3) and emphasizing story more, but bosses are rarely designed with Zero in mind; outside of Zero, there's also not a lot of innovation to be had with X4 (nor the same level of tight level/boss design that X1 had, but it's never outright bad)
>X5 has a time limit with RNG to influence the ending, Capcom hadn't fully thought through the new ability to freely switch between X and Zero, the idea of multiple armor sets for X is nice but badly executed, and the Parts system is a needless concept that goes 100% unexplained and can be easily missed without issue
>X6 is a rushed mess with horrible level design (well holy goddamn), Zero has to be unlocked for plot reasons, the bosses are designed like crap, and the Parts system is simplified but actually collecting them is a gigantic pain in the ass now
>X7 is a graceless attempt at 3D with slow movement, the new character's gimmick has limited use and appeal, and the titular character has to be unlocked for no good reason
>I didn't play X8 lol X7 burnt me out too badly
>listen to it again
>remembering being in high school
>had a shitty laptop but I played VNs, watched anime, did everything on that thing
>those times are gone forever and I don't know how to get them back
Also watch streets of fire