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Pattern recognition

Seeing the loop before it loops.

Every boss in Mega Man runs a script. Jump, shoot, dash, repeat. The first time it feels like chaos; the tenth time you are dodging before the shot leaves the barrel. That is your brain building a model of what comes next, and it is the same machinery you use everywhere.

Old games are brilliant teachers here because they are honest. Fixed patterns, fair tells, no random number generator saving you. If you die, there was a pattern and you missed it.

Train it on purpose

  1. Stop playing to survive for one run. Play to describe: say out loud what the boss does, in order.
  2. When you die, name the moment. Not 'that was cheap', but 'I jumped on the third shot, not the second'.
  3. Try the next game in the series cold and count how many patterns you guess right first time.

Off the couch

Patterns run everything: how your boss reacts to bad news, which mate always bails at 11pm, what your bank balance does every March. The person who spots the loop gets to step out of it. It also makes you good company, because noticing that someone always goes quiet when work comes up, and asking about it, is the kind of attention people remember.

Sources

  1. Bediou, B., Adams, D. M., Mayer, R. E., Tipton, E., Green, C. S., & Bavelier, D. (2018). Meta-analysis of action video game impact on perceptual, attentional, and cognitive skills. Psychological Bulletin, 144(1), 77-110. doi:10.1037/bul0000130

Games that train it

ActRaiser coverActRaiser
The bosses are drawn from mythology and each runs its own set of attacks. The statue's stiff, so knowing the pattern is how you win, not reflexes.
Batman: Return of the Joker coverBatman: Return of the Joker
Bosses have numbered life bars, so each fight is a proper duel where you can see what's working.
Castlevania: Dracula X coverCastlevania: Dracula X
Classic Castlevania: stiff jumps and a forward-only whip mean you win by knowing what's coming, not reacting.
Castlevania coverCastlevania
Enemies come in patterns you can learn and beat, and the boss line-up runs to the Grim Reaper. Learn the script and the stiff controls stop mattering.
Darkwing Duck coverDarkwing Duck
Anyone who's played Mega Man is at home in minutes. Each villain's stage has its own rhythm to learn.
Donkey Kong coverDonkey Kong
Learning the barrels' habits is where the skill lives. Mario's jump is fixed once you commit, so you need to know where they'll go.
Final Fight 2 coverFinal Fight 2
The fighting is honest and readable: a crowd arrives, you work through it, you move on, from Hong Kong all the way to Japan.
Final Fight Guy coverFinal Fight Guy
The console only shows two or three enemies at once, so the game stops more often and places its thugs differently from the arcade. Learn where they come from and you're waiting for them.
Ghosts 'n Goblins coverGhosts 'n Goblins
The flying red demons dodge and dive in ways that feel unfair until you learn them. Then they're just a pattern.
Gradius II coverGradius II
With no stages between them, the boss rush leaves you nothing but patterns. Each boss runs a script, and once you see it you're dodging early.
Kung Fu coverKung Fu
Knife throwers aim high or low, Tom Toms dive at you, and each floor's boss has a habit you can learn in a minute.
Mega Man 2 coverMega Man 2
Quick Man, Air Man and the rest each run a script. After a few deaths you're dodging before the shot leaves.
Mega Man 4 coverMega Man 4
Stages are built to teach you their tricks, and every Robot Master from Toad Man to Drill Man has a learnable rhythm.
Mega Man & Bass coverMega Man & Bass
Bosses have erratic, hard-to-read patterns. It takes real attention to find the loop in them.
Mortal Kombat coverMortal Kombat
The computer opponents lean on cheap patterns. Once you spot them, they fold.
Parodius coverParodius
Under the jokes it's a properly made Gradius game. The Viva Core and Yoshiko spitting moai still run fixed patterns you can learn.
Pop'n TwinBee: Rainbow Bell Adventures coverPop'n TwinBee: Rainbow Bell Adventures
Bells come from beaten enemies now, and each colour gives a different power-up. Learn which enemies drop what and when, and you stop playing on luck.
River City Ransom coverRiver City Ransom
Every gang has its own coloured shirt, its own habits and a boss at its head. Learn the Jocks versus the Frat Guys and you fight smarter.
Sparkster coverSparkster
Every level ends with a boss the size of the screen, and each has a pattern. Learn it and the fight turns into a dance.
Summer Carnival '92: Recca coverSummer Carnival '92: Recca
Newcomers run out of lives long before they learn the patterns. Clear it and a harder loop of seven rearranged stages opens.
Sunset Riders coverSunset Riders
Every stage opens on a wanted poster, and each boss is a big personality with a big pattern.
Super Mario Bros. 2 coverSuper Mario Bros. 2
The designers turn your habits against you: the pipe you'd always take, the jump you'd always make, the block you'd always hit.
Super Mario Bros. coverSuper Mario Bros.
World 4-4 loops until you find the right path. It only clicks when you spot the pattern.
Super R-Type coverSuper R-Type
With no checkpoints you'll fly the same stretch of each stage again and again, which means you can learn exactly where everything comes from.
Tecmo Bowl coverTecmo Bowl
Alone, the computer's tendencies are easy to learn, and once you find the play that works a season turns routine.
Teenage Mutant Ninja Turtles II: The Arcade Game coverTeenage Mutant Ninja Turtles II: The Arcade Game
The Foot Clan come in colour-coded waves, each colour with its own weapon and habits. Learn the colours and you know what's coming before it swings.
Uniracers coverUniracers
The track's coloured bars warn you of shortcuts and hazards ahead. Learn the colours and the track reads itself.