Mega Man DOS Remake [Part N/A] - Crossing the Line
In case it wasn't apparent by now: I'm done with this game. Under most circumstances, the last thing I ever want to do is end a game or playthrough series prematurely. In this case however, I'm more than willing to make an exception (for several reasons that should be obvious at this point).
First and foremost, I wanted to direct some attention at the password system. Under most circumstances, I generally see password systems as either a lazy excuse out of implementing a functioning save feature, or just being a cheap way of hearkening back to the past/nostalgic elements, that - for all purposes here - is completely outdated. If push comes to shove however, I'm more than willing to take a password system over not being able to recover or pick up your progress at all. Imagine my surprise however when I tried to do a test run for my next segment of this game, entering in the same password I got after beating Wave Man, only to find the aforementioned Robot Master still alive.
I'll be the first to admit that I've made a few errors in calling out some aspects on games that I've previously perceived as lackluster (whether it be a weapon, in-game function, etc). This, on the other hand, has absolutely no excuse. If you're not going to put a save feature into your game - but rather go through the trouble of composing different passwords as the player progresses - then those passwords better damn well start us where we actually left off! The fact that Wave Man is a secret boss doesn't help defend this either. If it wasn't intended for the player to be able to pick up their progress after receiving his weapon (for whatever deranged reason behind that), then why does it bother showing the password screen after going through the whole "got weapon" sequence?!
Adding into this concoction of awful design are the final stages. To put it bluntly: These are some of the most disengaging and dreadful levels I've ever had to go through in any of these fan-games so far. Between the monotony of it all and the non-functioning password not allowing me to pick up on my actual progress, I've had all I can stand with this "game."
Trust me when I say you're not missing much in terms of the rest of final stages, though. Just take the first fortress stage you see in this video, then multiply it by 8. You basically have the rest of this game in a nutshell (and yes, I said 8 stages. There are 6 main fortress stages, and 2 Wily stages - which take place on the Wily Battleship from Mega Man IV on the Game Boy, for some reason, even though the two stages in question have no resemblance to the stages from that game).
All in all, I think it's very apparent by this point that I'm not having any fun playing through the rest of this garbage. Based on what I saw in the comments of the previous segment, I also don't think anyone else is having much fun watching it either. This is, by far, one of the most painful fan-games I've ever had to play through (I'd rank it even worse than Mega Man 42, to be honest). Maybe I'll come back to it one day, but that's a pretty big "maybe" (maybe, as in, if the creators actually bothered to beta-test this game at all, it might have stood a better chance). As it stands now however, this game has far too many problems with it for me to even consider continuing it.
For now, I'm scrapping this game in favor of a far better one I eluded to in my previous segment. A game that's difficult in its own way, but it's difficult for all the right reasons. I think you all know what's coming next...so I suggest you brace yourselves for some heavy digging.