Request Mega Man/Bass Weapon Energy Refill

Discussion in 'Features' started by sbq92, Feb 19, 2012.

  1. sbq92 Master of Skins

    In the Mega Man games, weapon energy is refilled after each Robot Master stage. I think it would be interesting to implement this in SMBC, refilling Mega Man's/Bass's weapon energy after each castle level.

    Thoughts?
    TheomanZero likes this.
  2. Rey D Level 9: Spike Top

    I actually thought energy was refilled after each level, first time I played.

    It should indeed be refilled after castles, even if it doesn't match original games. Or at least in easier mode.
  3. Nemephosis Level 6: Lakitu

    Except it does match original games. Beat a level, energy refilled.
    TheomanZero likes this.
  4. TheomanZero Level 7: Bloober

    Sure, let's do this. It's faithful and helpful, so there's really no reason we shouldn't (unless it's really hard to program, which seems unlikely).
    As mentioned, it does match original games, but combining the first and second parts of your post, maybe it can be refilled after each level in easier modes. (Mega Man and Bass are kind of unique in that they're the only characters whose sub-weapons start with full ammo.)
    sbq92 likes this.
  5. sbq92 Master of Skins

    It could be interesting to have the different difficulty levels function different in this regard:

    Very Easy: Refill after each level, weapons use half ammo. :D (this one is a random suggestion I don't expect to be implemented :p)
    Easy: Refill after each level.
    Normal: Refill after each castle.
    Hard: No refill after any level.
    Very Hard: No refill after any level, no ammo drops. D:
  6. TheomanZero Level 7: Bloober

    O_O Too much!
    Maybe just every level on VE and E, every castle on N and H, and never on VH.
    sbq92 likes this.
  7. sbq92 Master of Skins

    Yeah, that makes more sense. I was just trying to add a little variety to the difficulty levels, but it would be a lot easier just to have VE/E, N/H, and VH settings. :)

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