

Napalm Bomb can be shot to the other side of a tile. Super Arrow can be shot to the other side of a tile. The player may get stuck on the top of the screen when climbing a ladder that is one tile away from the border of the section. The player may not be able to climb down a ladder when next to another ladder. The player can stick to a ceiling if a Bouncy Ball is placed next to it. Battan's collision with other moving platforms and others Battans has been slightly improved. When the player is moved or pushed into a Fuse Rail, they don't get hit. The player can get softlocked in the example level Wily Airlines - Disaster Transport. Moving a carryable moving platform (Push Block, Soccer Ball, or Battan) with Item-3, lets that moving platform carry non-carryable moving platforms. Astro Man, Grenade Man, Blast Man and Bounce Man's sprites have some border pixels cut off during certain animations. Walking on a Chill Block after a transition will make you fall through it.
#JOGAR MEGAMAN X4 ONLINE DRIVER#
Using Pile Driver on the ground and leaving the ground slightly pushes the player down. Using Charge Kick too close to a ceiling may block the player. Fuse Rails as a floor, similarly to spikes, now have lower priority than solids, not hurting the player if they are only partially touching it. Added a new example level: Magnetic Interference by Objectionable. You cannot move when attached to the Conveyor variant though, so be careful! Jump into this ceiling to stick to it and move around freely. Honestly, I'd rather play X7 over this (even with all bad 3D sections and voice acting considered).-Added the Magnetic Ceiling, as well as On/Off and Conveyor variants. The only reason why I pushed through the game was bragging rights to some friends. It has an unnatural affinity for spamming enemies and making the entire screen a "danger zone" where anything can hit you at any given moment (*cough* weapon center 2nd power core *cough*). This game is brutal, and not in a good way. If you miss a powerup and die because on your way to jumping to the powerup the RNG decided to have a rock fall in front of you from the top of the screen, then you just got screwed over. If you miss a powerup because you weren't skilled enough to take out a target while jumping, you don't deserve the powerup. If you rushed the enemy and got gunned down, then you deserve to get gunned down. When a game causes you to lose, a good game will indirectly let you know what you did wrong. Level design or puzzle too basic? Instantly drop in about a dozen things that can damage the player. Minibosses not challenging enough? Give them tiny weak points. Bosses too easy? Just give them more health. Player moving too slow for the enemy trigger traps? Just put in a collectable that both offers items (if any) unknown to the player at time of rescue and make it lost forever if the player can't get to it in time. Platforming not tight enough? Just throw in some enemies that don't have the same movement restrictions. Platforming not tight enough? Just throw in some enemies that don't have the same movement Level too easy? Just throw more enemies in it. Level too easy? Just throw more enemies in it.
