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Post by Jungyin on Jun 30, 2014 22:53:34 GMT -5
In Mega Man 2, I recall the crabs still lost their shells on Normal difficulty if you hit them with Metal Blades. It certainly surprised me as a kid, as I wasn't used to the concept of minor enemies taking less damage from "power ups", it was always either more or the same amount, or immunity.
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magus
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Posts: 110
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Post by magus on Jul 1, 2014 13:15:41 GMT -5
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Post by bladededge on Jul 1, 2014 16:34:36 GMT -5
The amount of bugs and unfinished content in Mega Man 3 is new to me. After this article pointed it out I went looking at The Cutting Room. Was kind of amazed, actually. It's still definitely the high point of the original series, even despite the weird glitches. Longest in sheer length, most interesting levels, best music (that Shadowman stage!). Looks like someone uploaded a hack to Romhacking.net that restores a lot of the cut graphics, too, I need to play through this later. (http://tcrf.net/Mega_Man_3).
MM4, 5 and 6 definitely go downhill in original ideas from 3, but I always liked to think that each had something going for it. MM4 has the Russian antagonist (more meaningful to me, I suppose, since that's my family background); Mega Man 5 has the absolutely gorgeous graphics, quite possibly the best on the original NES, and Mega Man 6 has my second-favorite soundtrack of the NES series (Windman! Flame Man!).
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Post by Malev on Jul 1, 2014 17:20:06 GMT -5
The article doesn't really go into the fan games, mostly since there's a ton of them out there, some of great (if difficult) quality, and many not so much. The demakes are good, but it was more drawing the line at the official or approved by Capcom titles. The only fan game covered is Street Fighter x Mega Man since that got an official push from Capcom USA and is available on their unity site. As for beta content, there's some more on MM3 & 4 not covered in the article, including the unused Sphinx boss in MM4: www.chrismcovell.com/secret/FC__1990Q3.htmltcrf.net/Mega_Man_3tcrf.net/Mega_Man_4Also of interest, one of the winners of the Rockman 4 Robot Master Design Contest parted with their prize for getting their boss in the game, one of the 8 gold carts. It's now at the Japanese retro game store Super Potato. From interviews we know that it wasn't the creators of Bright Man and Ring Man. Speaking of Bright Man's creator, he still does art to this day, even drawing Bright Man again for his pixiv account: The left is his submitted design to Capcom in the 90s, named Pearl Man due to the brand name in Japan. The right is from his pixiv, with the Robot Master saying to be considerate about your power consumption.
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Post by drpepperfan on Jul 1, 2014 17:48:02 GMT -5
Saw that Gold Cartidge on a episode of GameCenter CX when they visited the shop.
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magus
Full Member
Posts: 110
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Post by magus on Jul 1, 2014 18:26:08 GMT -5
The article doesn't really go into the fan games, mostly since there's a ton of them out there, some of great (if difficult) quality, and many not so much. The demakes are good, but it was more drawing the line at the official or approved by Capcom titles. The only fan game covered is Street Fighter x Mega Man since that got an official push from Capcom USA and is available on their unity site. As for beta content, there's some more on MM3 & 4 not covered in the article, including the unused Sphinx boss in MM4: i see... you sounds like you know a lot so what are some good fan games? most of the fan games i tried tries too hard to be... well... too hard, and ends up being more frustating than actualy fun
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Post by fanofsmbx on Jul 2, 2014 15:22:24 GMT -5
The article doesn't really go into the fan games, mostly since there's a ton of them out there, some of great (if difficult) quality, and many not so much. The demakes are good, but it was more drawing the line at the official or approved by Capcom titles. The only fan game covered is Street Fighter x Mega Man since that got an official push from Capcom USA and is available on their unity site. As for beta content, there's some more on MM3 & 4 not covered in the article, including the unused Sphinx boss in MM4: i see... you sounds like you know a lot so what are some good fan games? most of the fan games i tried tries too hard to be... well... too hard, and ends up being more frustating than actualy fun Mega Man: Day in the Limelight 2 has both an infinite lives setting and an Easy difficulty, each individually changeable.
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fer
New Member
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Post by fer on Jul 8, 2014 19:29:50 GMT -5
I really wasnt very excited when I saw a megaman article being released here.
And my expectations were accurate, it was the usual "megaman 2 is the best thing ever, the others are meh"
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Post by moran on Jul 8, 2014 20:05:39 GMT -5
Great assessment.
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Post by opaopa on Jul 10, 2014 10:15:58 GMT -5
I often felt 6 was the most unfairly judged of the bunch. Yeah the story is silly (it's Mega Man, who really cares) but the "world tournament" theme is pretty neat and leads to some interesting level design. The proto-Mega Man X Rush adapters are a cool innovation and change the way the game is played. The alternate exits add some minor replay value to the levels.
The game is also pretty polished with an even difficulty that's not as mindless as Mega Man 5 but not as biting as the early games. I can see why it falls short for a lot of people who hold Mega Man 2 and 3 in such high regard but when judging it on its own it's a really solid NES platformer and probably one of the best introductions to the series.
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Post by Malev on Jul 10, 2014 12:25:39 GMT -5
I often felt 6 was the most unfairly judged of the bunch. Yeah the story is silly (it's Mega Man, who really cares) but the "world tournament" theme is pretty neat and leads to some interesting level design. The proto-Mega Man X Rush adapters are a cool innovation and change the way the game is played. The alternate exits add some minor replay value to the levels. The game is also pretty polished with an even difficulty that's not as mindless as Mega Man 5 but not as biting as the early games. I can see why it falls short for a lot of people who hold Mega Man 2 and 3 in such high regard but when judging it on its own it's a really solid NES platformer and probably one of the best introductions to the series. I generally had high regard for 6 for years, considering how it felt amongst 4 and 5 and even 7. However, playing it for the article left it faltering to 4 level in different respects, mostly due to the lack of major challenge for the series' standard and the bland level design in the late fortress stages. Actually, the "fake" boss fortresses in 4~6 are generally more interesting than Wily's. But again, the alternate exits and palette changes re-entering the Beat levels are nice, but most of the issues present in the game are due to the sequelitising caused by the fairly annual churn-out. MM6 is by not means awful for an NES game, nor is it the worst Mega Man. Hell, it's less grating than some of the Mega Man Game Boy titles which some of the challenge comes from frustration.
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Post by Discoalucard on Jul 10, 2014 12:30:06 GMT -5
Getting ahead of the current progress of this article but...I was replaying MM8 on the Saturn to grab some pictures, and ended up really disliking it! I hadn't seriously played it since I rented it back in...1998 or so. But Mega Man is really slow and over animated, the stages are obnoxious and gimmicky, and the music isn't a patch on the NES games (or even the awkward sounds of MM7 on the SNES).
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Post by Malev on Jul 10, 2014 12:42:20 GMT -5
Getting ahead of the current progress of this article but...I was replaying MM8 on the Saturn to grab some pictures, and ended up really disliking it! I hadn't seriously played it since I rented it back in...1998 or so. But Mega Man is really slow and over animated, the stages are obnoxious and gimmicky, and the music isn't a patch on the NES games (or even the awkward sounds of MM7 on the SNES). It's hard to tell, but it's possible that the peppier, more kid-centric poppy beats from 7 and 8 was what the music was meant to be represented as for the series. It's possible that the rough techno/dance/rock edge of the first 6 was due mostly to the limitations of the soundchip. There's evidence for and against this hypothesis, as some arrange soundtracks tend to push more the rougher line of tunes. But yeah, obviously there was a bit of a turn by 7 and 8 to reinvigorate the series with the more puzzly gimmicks and utility aspects of the weapons. 8 REALLY pushes the individual stage gimmicks to the next level with mazes and shmup sections and interactive weapon segments. They also seem to push you to revist stages with a larger arsenal to find more of the screws for the shop. It really makes 8 hit-or-miss, depending on your love of the gimmicks (hint: the shmup parts are great. Snowboard? Nnnnnnoooooo....)
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Post by cambertian on Jul 10, 2014 14:30:38 GMT -5
It's still one of my favorites, but only because of the memories I have of playing it as a child. Listening to the American intro music still gives me tears.
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Post by alphex on Jul 10, 2014 19:09:37 GMT -5
I never got the hate for 8, much less for 7. Yeah, 8 has the snowboarding sequences, and Mega Man's sprite takes up more of the screen in 7 than it did in the NES games. And the sound effects are corny. But... that's it I think?
8 especially had them trying new things, and most of them were really cool. I'd get it if people hated on X8 or Z4 for the gimmicks, because 90% of the levels really on gimmicks only, but with MM8, most of the levels are still good old platforming and shooting. 5 had a ton gimmicks as well, and so did 9. And they also still focused and the platforming and shooting. That's why they were highly enjoyable.
And 7... the music is awesome. The opening stage has some of the best music in the series ever, and that's saying quite a lot. Wily stages 1 & 3 are also fantastic. Junk Man's theme. Burst Man's. Plus there's a ton of hidden items. And: The entire game was done in THREE FUCKING MONTHS. That's downright incredible. It's in the Mega Man Complete Works artbook. I can only wonder how awesome the game'd be if the had had six months. Maybe the second batch of levels would've been up to the first four in quality (Turbo Man's stage isn't exactly the most enjoyable, I'll admit). As it is, it's still a very good game AFAIC.
Games from the series I feel are way below the others: 1, 4 and Mega Man & Bass. 1 is just fucking hard, 4 has really lazy level designs, and & Bass has really uneven level designs. Getting some of the CDs is a major bitch, too.
So, for me, it's 3 > 7 > 9 > 2 > 10 > 6 > 5 > Bass > 4 > 1.
Not counting the Game Boy games. Here it's 5 > 1 > 3 > 4 > 2. 4 is incredibly overrated. Level patterns are re-used regularily through the course of a level. Keep an eye open for it during Pharaoh Man's stage, for example. It's like they copy & pasted entire sections. The presentation is spectacular, though.
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