Axl and Zero are pretty good at handling him while X has to contend with his shots being canceled out by that black hole in the middle of the room. Staying in the middle of the six blocks is a good idea, too.Īs for the boss today, I think Antonion's one attack is an example of them wanting you to use the character switch thing to break out of that attack easier. If it helps any, you have a little more time than you think to move out of the way of the blocks before they crush you on their way down. I can only attest to my personal experience with X8 for PS2. I don't have a large enough sample size to make any personal claims about how "most games" work. Since, y'know, the "bounds" of what the camera can see would be set for a non-widescreen resolution, and changing them would have a gameplay impact.
but it's not unlikely that enemies would be spawned while in the camera's sight, rather than spawning off camera and smoothly being scrolled into view. Meaning, adding widescreen support probably wouldn't impact the gameplay any. To be fair, stuff like this is rarely handled by somehow asking the GPU if an entity is being drawn, but rather by checking the enemy's position relative to the camera position and if it's within x distance of that. PPS: Or this whole collection is a cash grab and the devs don't even care enough to add widescreen support.
#Megaman x8 metal generator ps2#
PS: The PS2 widescreen hack works fine, but there is no guarantee that the whole game would work perfectly. So if a character takes a ton of damage and has a bunch of red health, it's a good idea to switch out before they lose it all. The red parts of a character's health meter can be regenerated if you switch characters. And X dropping his angstiness during this game and Command Mission and being more willing to label enemies Maverick and go for the kill not only makes him more tolerable after X7 went way overboard with his reluctance to fight, but it also coincides with what X said at the end of the first Zero game about how the longer he fought, the less he started caring about the enemies he killed. Axl is a lot cooler in this game now that he isn't just an inferior X with a bratty little kid voice. If you game over, however, you lose all of them. If I understand them correctly, extra Retry Chips are retained if you beat the level, even if you use them all. They're just an easy way to grind for Metal. Those Intermission levels are completely optional. Basically, if they look vaguely like this: The copyable enemies are also very easy to spot. The Copy Shot ability is a little more useful in this game, as unlike X7 you can bank a copied form for later use in the stage instead of transforming right away, and even change out of it with the character switch button to preserve A-Trans energy. Gravity Antonion's stage is far easier to deal with if you use Axl's Copy Shot (I mean, aside from that sliding block room.) Those rollerskating guys at the start can be copied, and copying them means you can stand on spikes without dying.