conversations.from: human
conversations.value: What could be a title for a book about P>BradyGames, Mega, Official with the genre: Computers & Technology, Games & Strategy Guides?
conversations.from: assistant
conversations.value: A title for this book could be 'Mega Man(TM) X7 Official Strategy Guide (Official Strategy Guides (Bradygames))'
conversations.from: human
conversations.value: What is the first five paragraphs for this book? End with the sentence ' Then you descend into a pit for the game's true final encounter: Gamma.'.
conversations.from: assistant
conversations.value: Mega Man
  Whether or not Digital Eclipse actually will become the Criterion Collection of video games remains to be seen. What we know for a fact, however, is that fewer and fewer people will have access to an NES, CRTV, and original games each year. We can either act now and try to preserve as many as we can or suffer the same fate of the early film industry which was unable to protect so many of its earliest movies for future generations.
  The fourth Wily level features a staple of so many 8-bit and 16-bit classics. You enter a room of eight elevators, each one returning you to one of the eight Robot Masters you spent the first half of the game defeating. That's right. You have to fight all of them again, and this time you don't recover full health and energy after each victory. Otherwise, each fight is exactly the same. If the Magnet Missile worked against Hard Man the first time, it'll work here. The Robot Masters have learned nothing.
  The boss rush segment of the game continues in the next stage when you at last confront Dr. Wily head on. The villain finally scrambles onto the stage in a giant mechanical crab known officially as Wily Machine #3 (Form 1). You can't see his face, but his two weak points are his robot dick blasting globs of orange semen and his pink shielded cockpit. The background turns black when the Wily Machine appears, a cunning programming tactic on Capcom's part. The boss sprite is too large for the NES's PPU to process, so the developers cheated and added a moving background to the sprite to make it appear larger. To the player, this makes no visual difference. It's simply a large boss. But the NES thinks it's rendering a few smaller sprites atop a scrolling background—like the clouds in Super Mario Bros. It's a commonly used trick in later NES games and illustrates how the massive constraints of the 6502 processor inspired creative solutions.
  To defeat the Wily Machine's first form, you simply stand on the left side of the screen and blast its dick off with a few well-timed Spark Shocks. The cockpit shielding explodes, and revealed is Dr. Wily and, more importantly, the second phase of the Wily fight. The Wily Machine's new form is exactly the same as the last, but now you can see Dr. Wily at the crab's controls. When the battle resumes, simply fly into the air with the Rush Jet and shoot at Wily until the crab blows up, sending Wily to the floor to beg forgiveness just like in and 2. Only this time, the credits don't start rolling. will approach Dr. Wily only for his head to flop around on a spring. The Wily Machine was controlled by a toy!
  The game kicks you back to the map screen, and a new final boss icon appears next to the one you just defeated. The stage begins, and you find yourself in a room outfitted with an extra life, energy tank, and a few other random power-ups. Then you descend into a pit for the game's true final encounter: Gamma.
conversations.from: human
conversations.value: What is five more paragraphs?
conversations.from: assistant
conversations.value: The truth is that I don't know why I collect old video games or why I'm obsessed with them. But I do know this. We—the collectors of old silicon, the usernames who post picture after picture of games on NintendoAge, the sulking figures haunting flea markets and pawnshops for glimpses into our past—are looking for something beyond the tangible. Each instruction manual collected, each game shelved, each YouTube clip about produced or consumed, temporarily fills some unarticulated need, some deep desire to be comforted or even completed. But most people feel incomplete or scared in some fundamental way. We live in a constant state of distraction, and that's reflected in nearly every collection or hobby people can dream up. The Nintendo Entertainment System isn't a time machine to a specific year or place—it's a telescope trained on earlier versions of ourselves, before the world taught us to be frightened of the future, the nightmare of 200X.
  Information on the NES/Famicom hardware limitations and the way developers overcame them was sourced from I am Error: The Nintendo Family Computer/Entertainment System Platform by Nathan Altice (MIT Press, 2015).
  Jeremy Parish's interview with composer Manami Matsumae was published as "Manami Matsumae, the Maestro of " on January 20, 2016 at USgamer (http://bit.ly/2alud7p).
  Joseph Morici's comments on Rockman being a "horrible title" are sourced from Richard Mitchell's article "Who Changed Rockman's Name to " published on August 1, 2009 at Engadget (http://engt.co/2a21WGY).
  Technical and historical information on NESticle came from the Nathan Altice's 2012 article "Emulate the Emulators" on Metopal (http://bit.ly/2a0OQXN) and Bloodlust Software's home page (http://bit.ly/2a22blq).
conversations.from: human
conversations.value: Delete the last sentence.
conversations.from: assistant
conversations.value: The truth is that I don't know why I collect old video games or why I'm obsessed with them. But I do know this. We—the collectors of old silicon, the usernames who post picture after picture of games on NintendoAge, the sulking figures haunting flea markets and pawnshops for glimpses into our past—are looking for something beyond the tangible. Each instruction manual collected, each game shelved, each YouTube clip about produced or consumed, temporarily fills some unarticulated need, some deep desire to be comforted or even completed. But most people feel incomplete or scared in some fundamental way. We live in a constant state of distraction, and that's reflected in nearly every collection or hobby people can dream up. The Nintendo Entertainment System isn't a time machine to a specific year or place—it's a telescope trained on earlier versions of ourselves, before the world taught us to be frightened of the future, the nightmare of 200X.
  Information on the NES/Famicom hardware limitations and the way developers overcame them was sourced from I am Error: The Nintendo Family Computer/Entertainment System Platform by Nathan Altice (MIT Press, 2015).
  Jeremy Parish's interview with composer Manami Matsumae was published as "Manami Matsumae, the Maestro of " on January 20, 2016 at USgamer (http://bit.ly/2alud7p).
  Joseph Morici's comments on Rockman being a "horrible title" are sourced from Richard Mitchell's article "Who Changed Rockman's Name to " published on August 1, 2009 at Engadget (http://engt.co/2a21WGY).
  Technical and historical information on NESticle came from the Nathan Altice's 2012 article "Emulate the Emulators" on Metopal (http://bit.ly/2a0OQXN) and Bloodlust Software's home page (http://bit.
conversations.from: human
conversations.value: What is the last three paragraphs?
conversations.from: assistant
conversations.value: Whether or not Capcom's PR folks were aware of Kurokawa's theatrical penchant for using multiple names is up for debate, but the identity of Patariro is no longer a mystery.
  First, thanks to Theresa Beckhusen whose support and love make everything I do possible. You've endured countless basketball games, wrestling promos, and trips to game stores and flea markets for obscure Famicom titles. I admire you, I'm humbled by you, and I'm honored you share your life with me.
  Thank you to my parents for always supporting me and my writing and encouraging me to leave Scranton and pursue my education. More importantly, thanks for buying me an NES in 1989 and patiently sitting through ten thousand hours of me rambling about video games.