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Post by nightdreamer on Jul 10, 2014 20:53:14 GMT -5
Yeah I liked MM7's music too, MM8 less so. It's more mellow and cheery than the 8-bit ones but there's still MMX for the more rocking tracks.
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Post by ReyVGM on Jul 13, 2014 20:43:41 GMT -5
MM7 does have great music.
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Post by bakudon on Jul 14, 2014 16:36:41 GMT -5
How come Snake Man and Spark Man both have the same ID code? Also, I was wondering where the information about the details of the robot masters comes from, anyway? It’s certainly not anywhere in the original games or their manuals.
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Post by The Great Klaid on Jul 14, 2014 16:37:53 GMT -5
Endings of the games. Thanks Rey!
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Post by Discoalucard on Jul 14, 2014 22:11:47 GMT -5
How come Snake Man and Spark Man both have the same ID code? Also, I was wondering where the information about the details of the robot masters comes from, anyway? It’s certainly not anywhere in the original games or their manuals. That was a typo, fixed now. And yeah, starting...Mega Man 2, I think? They put the numbers assigned to them and stuck them in the endings. Some of the supplementary material, like that Mega Man Robot Masters Guide, has them too.
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Post by Malev on Jul 14, 2014 23:19:02 GMT -5
How come Snake Man and Spark Man both have the same ID code? Also, I was wondering where the information about the details of the robot masters comes from, anyway? It’s certainly not anywhere in the original games or their manuals. That was a typo, fixed now. And yeah, starting...Mega Man 2, I think? They put the numbers assigned to them and stuck them in the endings. Some of the supplementary material, like that Mega Man Robot Masters Guide, has them too. Masters Guide, Japanese manuals, the CD info in Mega Man and Bass collectively have plenty of intel. I recall even the American manual for 8 having most of the backstory for its robot masters held within. For much more detail on the prototypes for MM7 and 8, check here: tcrf.net/Proto:Mega_Man_7tcrf.net/Proto:Mega_Man_8This here is a scan from EGM taken from a Japanese Trade Show in '96, possibly for the MM8 intro stage. That "decaying" robot dino never appears anywhere else. The flying Wily shmup stage boss is heavily based on the robots from Miyazaki's Laputa Castle in the Sky, which were taken from an episode he directed for the 2nd season of Lupin III, which was HEAVILY inspired (lifted, even) from the 30s Fleischer's Superman short "The Mechanical Monsters". This sort of design is also used a lot of the Reaverbots in the Mega Man Legends series.
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Post by Joseph Joestar on Jul 14, 2014 23:25:49 GMT -5
As a heads-up, on the Megaman 5 section there's a paragraph formatting error in the paragraph starting with "A small addition added to Mega Man 5...". Also I'd take out the word "added" from that line, it's a little redundant.
Great article, I'm enjoying this a lot.
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Post by derboo on Jul 14, 2014 23:47:47 GMT -5
That "decaying" robot dino never appears anywhere else. There is a smaller variant, at least in the Saturn version. Added that screenshot and a comparison for reference. The Mega Man 5 paragraph is fixed now, too.
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Post by Malev on Jul 15, 2014 1:13:08 GMT -5
That "decaying" robot dino never appears anywhere else. There is a smaller variant, at least in the Saturn version. Added that screenshot and a comparison for reference. The Mega Man 5 paragraph is fixed now, too. Rechecking and yes, that final dino corpse is in the PS1 version as well, but with less birds flying by. Still a major overhaul. Mega Man's motions were a lot more rubbery in the very early MM8 prototype. Plenty of side-by-side comparisons for the MM7 prototype. Intro stage boss 1st Bass dialogue. It was even changed in Japanese. Spring Man stage
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Post by alphex on Jul 15, 2014 7:15:50 GMT -5
I never knew about Frost Man's beta background. God, it looks gorgeous. I KINDA understand them only using a night backdrop for the second half of the stage, though.
Also, a ton of screenshots are labelled incorrectly (the GBA comparison shots for MM&B both say "GBA version", the Saturn shots for MM8 are labelled "Playstation version").
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Post by Malev on Jul 15, 2014 7:37:17 GMT -5
I never knew about Frost Man's beta background. God, it looks gorgeous. Less beta, more like alpha, since the first prototype only has 2 playable stages. I do have a Gamefan issue that has a tiny preview article that only shows the early Frost Man level, so it seems like an expo build. IIRC that stage at that state was very sparse on enemies. tcrf's page also has the early Frost Man music, too. With codes you can access 2 other test stages with placeholder blocks, both in construction mode.
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Post by moran on Jul 15, 2014 8:28:42 GMT -5
Just out of curiosity, has it ever been explained why Mega Man's arm canon switches arms constantly in all the promo art? And also why he appears to have two hands while not shooting?
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Post by drpepperfan on Jul 15, 2014 8:57:39 GMT -5
Just out of curiosity, has it ever been explained why Mega Man's arm canon switches arms constantly in all the promo art? And also why he appears to have two hands while not shooting? Rather than having a blaster arm and a normal one, his hand transforms into the buster. Both his hands can transform. He usually only uses one at a time tho, which is why his shooting arm changes depending on the way you face. If I recall correctly, he does in fact use both at once during a cutscene in one of the games, that weird FMV one. And a image search reveals that yes, he does in fact do that. Check out 0:43 in the Smash Bros trailer for a nice HD depiction of the arm change. And at the end for another double blaster arm attack!
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Post by moran on Jul 15, 2014 9:15:35 GMT -5
Cool, I always thought it was just an oversight. I'm sure that it was just a reverse sprite issue in the beginning, but its cool that they actually incorporate into the games themselves now.
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Post by nightdreamer on Jul 15, 2014 9:23:15 GMT -5
So now the question is why he never shoots with both arms? Would've made Mega Man and Bass hell of a lot easier...
And speaking of MM&B, I disagree that the music is weak, and more that it retains the mellower mood of MM7-8. The composition is rather good, even as chiptunes
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