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Post by Malev on Jul 15, 2014 9:35:03 GMT -5
The reason Mega Man doesn't use both busters is sorta explained in the FMV game Super Adventure Rockman. At the end, Mega Man is going to go Double Buster on Ra Moon, and Wily himself says it's too risky, that Mega Man can't control that much power at once, that he'll destroy himself. Naturally, Mega Man succeeds, but the risk was high. Fairly standard action show million-to-one shot.
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Post by nightdreamer on Jul 15, 2014 12:04:28 GMT -5
Huh.
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Post by Malev on Jul 15, 2014 13:19:12 GMT -5
youtu.be/hdGWhpmIguk?t=5m19smake sure to put sub/captions on. Wily says "overheat", but still basically no, 2 Busters is too much. And even longplays/vid showcases of the game are too drawn out...
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Post by Amelia on Jul 15, 2014 14:07:37 GMT -5
I found a small mistake in the article about Mega Man 5's charge shot.
"The fully charged shot comes with 2 caveats: its power causes a recoil kickback that, while small, could potentially push Mega Man off a thin ledge."
The charge shot doesn't actually have any recoil kickback.
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Post by kingfossil on Jul 15, 2014 19:55:58 GMT -5
Personally I think alot of the bias came from megamanhomepage.com, when there werent much specialized wikis.
I do agree on what someone here said about MM8: movement is too slow and floaty, and the size of the sprites seems to leave lees room for a more complex onscreen layout. it weird because megaman&bass has the same sprites yet none of those issues exist.
The shop is really cool but one sided once you find all you need from there is the arrow shot (monstrously powerful and pierces)
Also this is one of the first classic megaman games where robot masters start to go stupid if you use their weaknesses. Besides that, I feel the weapons in this game are really good overall.
As for MM7, its really good, i dont know why theres such a dislike tp the point where they recreate the game in 8-bit.
Seriously, its getting tiring how MM2 is the ebst and all the other games didnt even need to exist. Only MM fandom has fans fighting eachother :/
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Post by alphex on Jul 16, 2014 6:13:46 GMT -5
Only MM fandom has fans fighting eachother :/ All fandoms are civilized and grateful compared to the Sonic fandom.
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Post by moran on Jul 16, 2014 7:58:28 GMT -5
As for MM7, its really good, i dont know why theres such a dislike tp the point where they recreate the game in 8-bit. While I do enjoy MM7, and aside from the sprites being so big that the platform aspect of the game is laughable, I'd say some of the dislike comes from Mega Man X being released before it. MM7 almost seems like a step back while also ripping some elements from MMX.
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Post by opaopa on Jul 16, 2014 8:33:47 GMT -5
If I'm remembering correctly from the Official Complete Works books, they had a lot of the Game Boy people work on 7 which is why we have a screen-to-sprite ratio that's similar to the Game Boy as well as the shop feature which started in Mega Man IV on the Game Boy. Not only that but they also continued the handheld tradition of splitting up the bosses into two sets of four. It really feels more like a 16-bit sequel to the Game Boy games than it does to the NES games.
I agree Mega Man X was a really tough act to follow. I remember being really disappointed at the time though I've come to appreciate 7 more as an adult.
It also has the most insane Wily fight ever. Chill out Wily!
8 is an interesting game, it feels like the anniversary celebration that it is. The levels are a lot more puzzle-ish than earlier installments in the series and some of them are overly long which give it a sort of plodding pace. It's not one of my favorites but it has a distinctly different feel from the rest.
Rockman & Forte takes things in the other direction and throws difficult platforming and really tough bosses at you. Regardless of what Inafune said about it, it feels like it was designed for the type of hardcore audience who would still be interested in buying a Super Famicom game in 1998.
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Post by moran on Jul 16, 2014 8:48:43 GMT -5
If I'm remembering correctly from the Official Complete Works books, they had a lot of the Game Boy people work on 7 which is why we have a screen-to-sprite ratio that's similar to the Game Boy as well as the shop feature which started in Mega Man IV on the Game Boy. Not only that but they also continued the handheld tradition of splitting up the bosses into two sets of four. It really feels more like a 16-bit sequel to the Game Boy games than it does to the NES games. I agree Mega Man X was a really tough act to follow. I remember being really disappointed at the time though I've come to appreciate 7 more as an adult. That first bit is quite interesting. I was disappointed also. After MMX was released I was a little confused why they would got back to the old format and wasn't initially interested.
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Post by nightdreamer on Jul 16, 2014 10:01:29 GMT -5
MM7 and I went off a wrong start too. It looked very kiddie, which is a stark contrast even to the NES games (that one could imagine are MMX aesthetic prototypes, until Capcom decided they weren't!) I eventually grow to really like it though, and even if I favor MMX more I'd consider MM7 to be... well, not necessarily better, but maybe more content-rioh? It took longer to beat than MMX, and had more hidden treasures too.
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Post by Discoalucard on Jul 16, 2014 10:14:54 GMT -5
I felt the tone of the 8-bit games was, for lack of a better term, neutral. It was never too dark or too peppy, they were just Nintendo games. When the graphics became more detailed in the 16-bit era, it seemed to target teenagers with a slightly darker feel with the X games, and in order to differentiate them, went super cutesy with the mainline series. They REALLY went overboard with Powered Up in that regard though.
I remember reading reviews of 7 back when it came out, and everyone was disappointed that it was a step backwards from the X games. Even though in retrospect it's easier to see what Capcom was going for, I agree, it's hard to go back to not being able to wall jump. I liked X4 quite a bit more than MM8 too.
As for the music in 7, I'm split. Some songs are pretty good (opening level, Shade Man) but I find the instrumentation on many songs rather poor. Mega Man X is one of the better sounding titles on the SNES, but X2 and X3 don't quite hold up despite using similar sample sets...I don't know if it was just different composers or the sound programmers not adapting them properly.
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Post by nightdreamer on Jul 16, 2014 10:27:01 GMT -5
It's a shame that Mega Man Powered Up never caught on, because I happen to think it's one of PSP's finest, and I really like its art style too. I think my taste may have changed over the years, and as evident in my avatars, something about 'cute designs' please me!
MMX has a tremendous soundtrack, one of the series strongest by a large margin. Every songs are very memorable and I could still hum them from memory. Right up there with 2 and 3 for me. I'd put 7, 8 and MM&B at the same level as 1, and above X2 and X3 (I found X3's OST very irritating for how quickly they looped). Also, while I found X4's music pretty weak, I dug the themes for X and Zero, and I also prefer playing that over MM8 (which I replayed recently and didn't really get into it).
This retrospective doesn't cover the X games, right?
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Post by Discoalucard on Jul 16, 2014 10:54:01 GMT -5
Nope, no X games. I'm familiar enough with the X series and the Legends series that I could probably do them myself one day, but I've been juggling too many projects as it is. I'd stay the hell away from Battle Network/Starforce though, and I'm not a big fan of the Zero games either.
The currently posted content is only roughly 2/5ths of the total article. Beyond 9 and 10, it also covers spinoffs (Rockman Board, Battle & Chase, Super Adventure), all of the GB games, Power Fighters, all of the ports (the PS1 games and Anniversary), numerous mobile and Chinese games, the IBM PC games, all of the media (comics, TV shows and books), and even includes a review of The Krion Conquest.
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Post by drpepperfan on Jul 16, 2014 12:14:08 GMT -5
I Am Francesca
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Post by Malev on Jul 16, 2014 12:23:02 GMT -5
Each of the SNES Mega Man X games were handled with different composers: X1 was mostly helmed by Setsuo Yamamoto*, whom mostly did arrangements for Capcom but also composed for X-Men: Mutant Apocalypse and Rival Schools. X2 was composed by Yuki Iwai, who also worked on the Goof Troop game, Gargoyle's Quest II, and many of Capcom's Marvel fighters. X3 was done by Kinuyo Yamashita, who'd worked with Konami and Natsume; she's mostly known as the composer for the first Castlevania game.
* songs not done by Setsuo from X1:
-Password (Toshihiko Horiyama) -Ice Penguin stage (Yuki Iwai) -Storm Eagle & Spark Mandrill stages (Makoto Tomozawa; Mega Man 7, GB 1, and Legends series) -Boomer Kuwanger stage (Yuko Takehara; Mega Man 6 & 7)
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