Mega Man 10: Becoming Mr. Perfect pt.2
Friday, August 13, 2010 at 1:54PM
Richard Terrell (KirbyKid) in Learning, Motivation, & The Mind, Mega Man, Skill, Trial & Error

First we must look at the steps or the mental process of trial and error as it applies to any video game. Whether you do it consciously or unconsciously, I'm confident that we all go through a similar process of attempts, analyzing, changing, and retrying. So I've cleaned up the process and put it into a simple list.

 



The first question in trial and error process is a big one. Though all MM10 boss battles can be played with just 4 buttons (left/right, A, B), don't underestimate the skill it takes to play. Mega Man is difficult for a reason. So let's look the skill spectrum.


Dexterity

Knowledge Adaptation Reflex Timing



With these skills, you'll have everything you need to perfectly play Mega Man 10. With that said, Mega Man 10 is a solvable game. This means there's a 100% damage free complete strategy you can develop and use so that you'll never have to guess (as long as you have the skills). This also means you can learn how to become flawless, which will come in handy when going for the "Mr. Perfect" achievement/challenge. So far all all of my experience with MM10 has confirmed its solvable quality. However, since I haven't played a perfect run yet, I can't say for sure. This realization brings us to the next topic.


Assumptions. We make assumptions all the time to help us learn about a video game. Instead of completely stabbing in the dark through trial and error, we internalize patterns and make assumptions about a game's design. Some assumptions are true. We all had a good feeling that there has never been a Coin in the Mario platformers that you must die in order to collect or a coin. There's never been a coin placed that you can grab too. As it turns out, this is an actual design trend that Miyamoto and Nintendo were very conscious of. Donkey Kong Country's bananas are very similar. In Zelda, you can never get stuck in a boss battle because you run out of arrows or any other kind of ammo. Likewise, I assume that Mega Man 9 and 10 are solvable games. Making such assumptions is great because it can steer us into looking for a solution in the right places or encourage us to conduct specific experiments. As great as assuming correctly is, false assumptions can really waste our time. More on that later.


Everything beyond step 1 stresses multiple facets of knowledge skills. Not that the DKART system necessarily needs any subcategories for its subcategories, but we can use Bloom's Taxonomy of Learning Domains (specifically the cognitive domain) to helps us better understand the process of using analyzation knowledge skills.

  

The new sub-subcategories are defined as the following (from this site). Each are distinct levels that must be masted before moving on to the next.

 

 


To really help everything sink in, in part 3 I'll present a video showing various examples of MM10's skill spectrum and the process I went through developing complete strategies for 10 Mega Man 10 bosses on the hardest difficulty. Should be quite empowering. 

Article originally appeared on Critical-Gaming Network (http://critical-gaming.com/).
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