The Anatomy of Mega Man | 6 | Current events

The chain of weapon effectiveness versus bosses can be a tricky thing in Mega Man games. Sometimes it makes perfect, logical sense; other times, not so much. For example, Mega Man 6. How do you determine what the Yamato Spear is good against? It’s basically a pointy stick that embodies ancient Japan, which isn’t really a weak point, […]

The Anatomy of Mega Man | 5 | Cut to the chase

About all Cut Man’s stage has in common with Guts Man’s stage is assonance. In terms of design – and particularly as a starting point for a newcomer to Mega Man – it proves to be far more effective. It doesn’t front-load unreasonably difficult platforming challenges, it offers a variety of hazards, and it offers […]

The OG of Anatomy returns

After a year of silence, the Critical Look at Mega Man Stages thread that helped inspire this entire site is alive again. For a good read, go check out Glass Knuckle’s latest post on Talking Time, or, heck, just read the whole thread from start to finish.

The Anatomy of Mega Man | 4 | That means you have huge guts

As I mentioned before, Guts Man’s stage is a terrible place to begin playing Mega Man if you’re a first-time player. It’s a great starting point for an experienced pro, because it’s a good jumping-in point on the rock-paper-scissors ring of enemy weaknesses. I also like it because of the tricky lifts in the opening […]

The Anatomy of The Goonies | 4 | But I’m not a Goonie

After a short interlude stage crammed full of hidden diamonds and skeletons – or else after leaping over a giant cliff with Data’s spring shoes – Mikey Walsh reaches the fifth stage. The game continues to do a nice job of taking key story moments and scenes from the film and turning them into action […]

The Anatomy of Mega Man | 3 | Color my world

Why, hello! Let’s talk some more about Mega Man. And its weapons. Ice Slasher Easily the most misleading weapon name in the game, the Ice Slasher does not in fact slash. Unless you use it against Fire Man, who is weak to its icy stylings, the Ice Slasher inflicts no damage whatsoever on foes. Instead, […]

Late realizations about Super Metroid

I haven’t posted here in a while because my usual Anatomy time has been spent assembling Super Metroid into a book. Unlike Metroid Vol. I, Metroid Vol. II will contain a fair amount of supplemental material. Nothing amazing, just a dozen entries or so of descriptive or summary text about bosses and regions. Still, as […]

The Anatomy of Mega Man | 2 | Any color you like

Even more important in the equation of how to play Mega Man than the cues provided by the level design are the workings of the titular hero himself. While Mega Man does indeed emerge into this world with a terribly minimal move set, that alone doesn’t define the limit of his abilities. The entire premise […]

The Anatomy of The Goonies | 3| You smell like phys ed

The complexity of The Goonies definitely peaks early – level three brings you to the game’s midpoint, but nothing that follows this stage comes anywhere close to the intricacy of this one.  Consisting of seven different areas spread across the “front” and “back” portions of the map, stage three sprawls in a far less linear […]

The Anatomy of Mega Man | 1 | Any which way but loose

Sorry, human race; I’ve decided to be reckless and run two Anatomy series at the same time. After speaking with Keiji Inafune this past week and hearing him talk about some of the early days of the original Mega Man, I got to thinking about the game’s design. And, well, that got me thinking about it… […]

The Anatomy of The Goonies | 2 | Do you boys like tongue?

The Goonies doesn’t waste any time upping the stakes for you. After the simple, straightforward first level, which contains all the basics you need to know to play the game at a fundamental state, the second stage becomes considerably more complex. As in the first stage, your goal – the locked door – appears directly […]