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Post by moran on Aug 5, 2014 14:29:45 GMT -5
Small correction:
"The item shop also sells the Weapon energy W-Tank, which debuts for the first time in the franchise."
That should probably be taken out. Its a little redundant.
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Post by zerker on Aug 5, 2014 16:21:13 GMT -5
If they're covered in the ports/remakes section, it seems odd to see a screenshot comparison before they're 'officially' discussed.
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Post by r0ck3rz on Aug 7, 2014 9:27:29 GMT -5
I just played through the Game Gear game(published by U.S. Gold, developed by Freestyle, who apparently only ever made 1 Amiga game besides this) last night. Pretty short, you choose between 4 bosses mixed from NES IV and V(last password being after the last of them), then you fight 2 more, and then Wily. Surprised me that he was at the end of the one Wily Castle stage. So there's 7 stages overall. No continues either, so you need to beat the first boss in one go, and then record passwords, then the last 3 in one go.
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Post by Deleted on Aug 7, 2014 11:32:45 GMT -5
Are you going to cover the infamous MS-DOS version of Mega Man, the one with pug-ugly CGA graphics and only three robot masters (which are all new)?
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Post by moran on Aug 7, 2014 12:29:09 GMT -5
Are you going to cover the infamous MS-DOS version of Mega Man, the one with pug-ugly CGA graphics and only three robot masters (which are all new)? Yeah, the article covers both of the PC games. I forget exactly where it'll pop up in the order of posting though.
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Post by Shellshock on Aug 7, 2014 16:03:40 GMT -5
I played a lot of Megaman 4 and 5 back in the day, and currently playing through IV and V on GB. I don't know if I missed something in the article, but here are some discrepancies I found. I'm not completely sure about these because it's been 15 years since I played 4 and 5, but pretty confident I got them right (don't know if it matters, but note I used to own the Famicom versions):
-I'm pretty sure Rain Flush stops the quicksand in Pharaoh Man's stage in the NES version too. And I bet the Boomerang Ring weapon retrieves items in the NES game too. -In IV for GB, Megaman controls slightly more slippery than its 4 and 5 encarnation. Jump physics are not exactly the same, he actually has momentum when landing from a jump that causes him to continue moving forward for a fraction of a second while on the ground. This same momentum is more noticeable when using Rush Coil. Jumping forward onto Rush Coil and letting the directional pad go will continue to move Megaman forward in his jump, while in 4 Megaman would jump off of Rush straight up without momentum. -Similarly to the previous, the charge shot in IV has a recoil effect that neither 4 or 5 have. It pushes Megaman back a bit and can make him drop into pits.
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Post by Malev on Aug 7, 2014 16:34:57 GMT -5
I played a lot of Megaman 4 and 5 back in the day, and currently playing through IV and V on GB. I don't know if I missed something in the article, but here are some discrepancies I found. I'm not completely sure about these because it's been 15 years since I played 4 and 5, but pretty confident I got them right (don't know if it matters, but note I used to own the Famicom versions): -I'm pretty sure Rain Flush stops the quicksand in Pharaoh Man's stage in the NES version too. And I bet the Boomerang Ring weapon retrieves items in the NES game too. -In IV for GB, Megaman controls slightly more slippery than its 4 and 5 encarnation. Jump physics are not exactly the same, he actually has momentum when landing from a jump that causes him to continue moving forward for a fraction of a second while on the ground. This same momentum is more noticeable when using Rush Coil. Jumping forward onto Rush Coil and letting the directional pad go will continue to move Megaman forward in his jump, while in 4 Megaman would jump off of Rush straight up without momentum. -Similarly to the previous, the charge shot in IV has a recoil effect that neither 4 or 5 have. It pushes Megaman back a bit and can make him drop into pits. Double-checked on the 3DS VC for the Mega Man games, so: -Rain Flush and Ring Boomerang did NOT have the special abilities in the NES MM4. -The recoil is only in GB IV and V, thus wasn't present in MM5 NES, so that can be edited out/moved to the GB IV article. MM IV GB did add the loss of charge when you're hit that started in NES 5, though. -Physics in the Game Boy titles are different than the console games, but mostly consistent throughout the portable titles. I think most of it is making the jumps lower for the screen, but they don't quite have the edge slipperyness that the first NES game had. I think it's mostly trying to leap off the edges in the Game Boy games that can be a problem. Knockback might be the same, but there's more slowdown on the Game Boy that might lead it to feel longer. The foreward momentum isn't something I felt, so can't quite say for certain. NES MM5 still has the worst Rush Coil physics.
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Post by r0ck3rz on Aug 7, 2014 21:35:23 GMT -5
The NES version does allow for the Rain Flush to harden the sand. It may just only happen in the later revision though, but it's pretty weird if the VC uses the early revision(or the only Japanese/European version?). I don't recall the Boomerang Ring collecting items though.
Just to get this out there; III has 2 revisions in Europe, and IV has 2 revisions in North America. The original X has 2 revisions in both North America and Japan. That's about it.
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Post by Deleted on Aug 7, 2014 21:53:19 GMT -5
I played a lot of Megaman 4 and 5 back in the day, and currently playing through IV and V on GB. I don't know if I missed something in the article, but here are some discrepancies I found. I'm not completely sure about these because it's been 15 years since I played 4 and 5, but pretty confident I got them right (don't know if it matters, but note I used to own the Famicom versions): -I'm pretty sure Rain Flush stops the quicksand in Pharaoh Man's stage in the NES version too. And I bet the Boomerang Ring weapon retrieves items in the NES game too. -In IV for GB, Megaman controls slightly more slippery than its 4 and 5 encarnation. Jump physics are not exactly the same, he actually has momentum when landing from a jump that causes him to continue moving forward for a fraction of a second while on the ground. This same momentum is more noticeable when using Rush Coil. Jumping forward onto Rush Coil and letting the directional pad go will continue to move Megaman forward in his jump, while in 4 Megaman would jump off of Rush straight up without momentum. -Similarly to the previous, the charge shot in IV has a recoil effect that neither 4 or 5 have. It pushes Megaman back a bit and can make him drop into pits. Hey there! Great to see you back here dude
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Post by Shellshock on Aug 10, 2014 22:41:11 GMT -5
[ there! Great to see you back here dude Dude! Long time no see. I won't stay long... Just lurking. I do miss you guys though.
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Post by Lord Dalek on Aug 11, 2014 13:58:04 GMT -5
Wily Wars was a great idea with an abysmal execution. While the graphics look great, the bad slowdown, unbalanced difficulty, and surprisingly terrible music (its all off-key!) really makes the game a bit of a chore to get to Wily Tower.
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Post by drpepperfan on Aug 11, 2014 14:05:23 GMT -5
Man, I love the art for the Rockman Complete Works covers. Gorgeous. I'm so happy I have the Udon Mega Man art book.
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Post by kingfossil on Aug 11, 2014 20:56:31 GMT -5
I really didnt feel Wili Wars was that bad. the european version has slowdown and I think the save system doesnt work, which it need to if you want to play the exclusive stages without cheating.
First off, the non european gameplay is NOT that slow and the soundtrack is is ok, certainly great compared to the PS2 collection with the awful remixes.
And why forget about what it fixed from some of the original games? From MM1 it fixes those living platforms (the ones you find at iceman's stage) glitching and making you fall off if you get hit.
MM2 it makes the bosse's invincibility a thing, so you cant just rapid fire your buster into a boss' ass in a game thats already overkill with the metal blade alone. I also believe if you charge heat man's weapon and get hit you still retain the charge.
As for MM3, top spin isnt so glitchy anymore and just deals fixed damage (i remember 1hit killing shadow man and the megaman clones with it on the NES version)
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Post by bakudon on Aug 11, 2014 23:32:53 GMT -5
The worst problem with Wily Wars to me was the different engine, which made the controls seem off.
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Post by Malev on Aug 12, 2014 2:25:32 GMT -5
Certain ROM rips of Wily War/Megaworld didn't have working saves, so you need to make sure to get alternate ones. With Game Genie/Action Replay cheat codes, you can also switch out weapons within the 3 games. As for music, it's generally more subjective, but the Wily Wars' arrangements tended to keep the same harmonious FM synth for the melody. Complete Works' score is more in line with the CPS2 MIDI sampling levels of arrangement for all the exclusive tracks from 4 onward. Those PS1 ports take a few playthroughs to fully fill out the enemy data files, not to mention those lo-res gallery images. Any and all of the Hideki Ishikawa art from them can be found online or in Capcom/Mega Man artbooks. Just be slightly wary with Google Image search though, since he has done... certain art with Mega Man works...
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