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Messages - Duke87

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1
Fan Games / Re: Megaman vs Street Fighter Fangame
« on: December 20, 2012, 02:55:58 AM »
Tried it out today.

Seems like a lot of fun. Well done, difficulty is right where it should be... but the lack of the ability to save or password really turns me off to it since finding a block of time large enough to beat it will prove difficult.

I have no doubt the game can be finished fairly quickly once you've played it enough to get the patterns of stuff down, but in the initial "I'm blindly experimenting and dying a lot in the process" phase, getting anywhere takes time and a full playthrough in one sitting will be half a day gone. There was a time where I could easily devote half a day at a time to playing video games, but that's tough nowadays...

So yeah, needs save feature. Seriously.

2
Not even available for Android. Insulting.

Especially perplexing considering that Android apparently has a greater market share in Japan than Apple.

But even if there were a Droid version... sorry, no sale. A cellphone is fine for Solitaire or Angry Birds or whatever other sort of timewasting distraction you can think of, but it is not an appropriate medium for what should be a serious game. They make actual game consoles for that.

And, maybe I'm just old-fashioned, but I can't play this sort of game by tapping spots on a touch screen. I need real buttons to press.

3
Been a while since I posted a pic...

Check this [tornado fang]ing [parasitic bomb] out. 6000x5000 at full res too.

Holy [parasitic bomb]. DESKTOP'D.

4
Off The Wall / Re: Reposted Picture Thread (56K Warning)
« on: September 22, 2011, 02:44:26 AM »






5
Off The Wall / Re: Reposted Picture Thread (56K Warning)
« on: May 15, 2011, 06:13:41 AM »

7
Gaming / Re: Duke Nukem Forever (PC, PS3, Xbox 360)
« on: September 04, 2010, 03:29:01 AM »
So why the Cycloid Emperor battle rehash?

9
Off The Wall / Re: Reposted Picture Thread (56K Warning)
« on: June 14, 2010, 10:50:29 PM »
*comes back from hospital with bandages all over face* Can I snuggle something that doesn't drink liquids with a pH that is below 7?

The contents of an alkaline battery do not have a pH below 7. ;)

And it wouldn't really be a problem if they did, anyway. Coca-Cola has a pH of about 2.

10
Rockman Series / Re: Your easiest and hardest Megaman Game
« on: May 24, 2010, 08:30:29 PM »
Easiest: Battle Network and Star Force in general (post game stuff notwithstanding)
Hardest: X5/X6/X7. Or Megaman and Bass. Pick one.

11
Original / Re: MegaMan 10 - More Playable Blues
« on: April 06, 2010, 10:49:05 PM »
So, look what I just got as a clear time:


01:00:00
On the dot.

What are the odds...  o-O


This also unlocked the Blue Bomber challenge, so it's not "under an hour" you need, it's "an hour or less". The game lies!



12
MM1: Points?
MM2: Can't revisit stages
MM3: Broken rush jet
MM4: Charge shot
MM5: Jetski!
MM6: My scheme for world domination has faild!
MM7: Never trust anyone with fins on their head
MM8: Doctah Wawwy
MM&B: CDs
MM9: Splashwoman
MM10: Robo-flu

13
Original / Re: Megaman 9 vs Megaman 10's music
« on: March 12, 2010, 01:19:17 AM »
There was definitely more effort put into 10's soundtrack. We got two separate themes for the Wily Machine and the Wily Capsule, and a separate fortress boss theme. None of the 8-bit games ever gave us four different boss themes before. The first fortress stage got two different themes - also never seen before in an 8-bit game.

9 had a lot of nostalgia, but that was largely in terms of blatant reuse, which is generally uncool. 10 took the effort and remixed the Rockman Killer themes and Bass' theme, keeping things fresh. Also, the tune from Wily Stage 4 is a nicely reminiscent of Wily Stages 3-4-5 from MM2.

Overall, I'd say 10 has the better and more well-rounded soundtrack.
But, that said, none of its fortress themes can quite match "We're The Robots". And as awesome as its Wily Machine theme is, it's not as awesome as 9's.

 

14
Original / Re: MM10's Arsenal?
« on: March 09, 2010, 04:38:11 AM »
You must not be using it correctly, then. Blade Man takes plenty of damage from the Commando Bomb, if it explodes near him, upon contact with the wall (rather than hitting him with it directly).

Yeah, if it explodes near him. It's slow, he's fast. Quite tricky to actually connect with it. So much easier to just follow his pattern and use the buster.

Weakness fail, I say.

15
Original / Re: Was RM&F the only internumerical sequel?
« on: March 09, 2010, 04:18:11 AM »
Well, officially, Cyber Mission (Xtreme) comes between X2 and X3, and Soul Eraser (Xtreme 2) comes between X3 and X4.
Neither was ever referred to as X2.5 or X3.5, though.
Same deal with Network Transmission. Firmly canonically takes place between the first and second games, but EXE1.5 it ain't.

....I honestly don't know what the deal was with Megaman and Bass being "Rock 8.5" as opposed to just calling it Rockman 9, or why it was released for the Super Famicom rather than the Saturn and/or Playstation (which probably is why it wasn't localized initially).
It is kinda sloppy, though. Now we have 11 main sequence games, but the latest one is called Megaman 10. Durr...

16
Original / Re: MM10's Arsenal?
« on: March 08, 2010, 08:36:33 AM »
Water Shield

Just when you thought it couldn't get better than Jewel Satellite... it did! It's not as good at protecting you, but it's so much more effective at ripping [parasitic bomb] to bits. Castles, soccer machines, flaming birds... they got nothing on this puppy.

Solar Blaze


Good against chill man, and good in some of the challenges where you need to avoid taking damage for a gold crown, but otherwise it's slow and it uses a fair ammount of ammo, so it's not really that great in general.

Chill Spike


It gets an automatic boost for being the weapon that kills the otherwise invincible spine things in this game. And you can have a lot of fun against Nitro Man with it (let him run over the spikes, or even more hilariously, just keep freezing him in the corner), but otherwise it's primarily about freezing things, not about doing damage... which, while useful in some select circumstances, is not a good trait most of the time.

Wheel Cutter


The wall climbing ability is interesting, sure, although I haven't found too many circumstances where it's particularly useful. Still, it's good for dropping on things much like Plug Ball was, so it's decent.

Commando Bomb

Meh. It's good for blowing up those walls, but otherwise... not really. Even Blade Man, who's supposed to be weak to it, is better fought with just the buster.

Triple Blade

Magma Bazooka reloaded! You get plenty of ammo, it's better against any boss than just the buster, and potent mid-stage as well. What's not to like?

Rebound Striker

I don't find myself using it much, save against Sheep Man and the Block Devil. Bankshots never were my style...

Thunder Wool

Blech. Slow, clunky, uses lots of ammo. I'm tempted to call it the most useless weapon in the game, but I suspect Mirror Buster will do it one better on that once the DLC is released.


17
Original / Re: MegaMan 10 - More Playable Blues
« on: March 07, 2010, 01:15:00 AM »
That has got to be one of the most hilarious things I have ever seen in gaming ever; they pretty much hold your hand through the entire game, babying you with random Yashichi on the ground and platforms that cover up 80% of the game's traps.

At least the pits and spikes that remain uncovered actually kill you.

ZX....

18
You know, the Zero games could be because of the smaller resolution of the GBA and DS (for ZX)

That's part of it. Note that the GB games have a screen not much more than five Megamans tall as well (not including the HUD):


On the other hand, the sprites also got larger as they got more detailed. The NES and SNES games both have a resolution of 256x224, but X1-3 (and 7) still have a "tighter" screen than 1-6.

(the GB and GBC are 160x144, and the GBA is 240x160 - note the shift in aspect ratio, as well).


19
Fan Creations / Re: Rebirth of the Rockman-Themed Stolen *Bleep* Thread!!
« on: January 18, 2010, 10:43:22 AM »
Um for some reason the picture between Zero and the X Fire Stealth Armor isn't showing up for me.

Seems to be a botched img tag. It's two pictures, actually:


20
Rockman Series / Re: What was the first Megaman game you played?
« on: January 01, 2010, 07:23:52 AM »
Megaman 5.... in 2002.

What still boggles me is that I managed to make it to 10th grade having never even heard of Megaman. How'd that happen?

21
Off The Wall / Re: Reposted Picture Thread (56K Warning)
« on: December 11, 2009, 09:27:59 PM »


23
Off The Wall / Re: Reposted Picture Thread (56K Warning)
« on: November 12, 2009, 12:24:45 AM »
EGS:NP is silly.

24
Off The Wall / Re: Map of the Internet.
« on: October 09, 2009, 12:06:53 AM »
xkcd's version is better
[spoiler][/spoiler]

25
X / Re: X8. I didnt like it all that much.
« on: September 26, 2009, 01:52:11 AM »
Granted, some of the level design in X8 was a bit odd. Just being experimental, largely. Not all of those experiments produced good results, but none of those stages are really "annoying" in the way some stages from previous games were.

Indeed, some of the items are way too expensive. But then there's that glitch, so no problem.
Although flying Zero is a much more fun glitch to abuse. :D

You also get awesome music and voice acting that doesn't suck (for the most part, anyway)!

Though, the one thing that's unique to X8 that I really liked and doesn't get enough appreciation is the way the tag team system works. Characters can recover some damage when not in use. If your character dies, the other one comes in to take their place and, and the dead character can recover. And then there's the double attack.
Point being, the whole is very much greater than the sum of its parts. You know, as a team should be. That was hands down the game's best innovation.



X7... yeah, it had potential, but it was poorly implemented. They only give you the ability to move the camera in full 3D areas and an awful lot of the camera angles they give you in the semi-3D sections really don't work very well. Prime example: the second part of the Palace Road stage would be a hell of a lot easier if you could see where the [tornado fang] you're going. But instead, you're running towards the screen. -AC (as an aside, why isn't there a checkpoint before the boss fight in that stage?)
The other major annoyance was those attacks which knock you down. Recoil from strong attacks is one thing, that's to be expected. Being made to fall on your ass and lose total control of the character for several seconds so you have no chance to take advantage of your temporary invulnerability is another entirely. Especially when you consider how often that excessive recoil knocks you onto spikes and into pits.

The rescuable reploids feature had the same problem it did in X6 where if you let one die, they're gone, although in one way it's worse and in another it's better. It's worse in the sense that they die a hell of a lot more easily. It's better in the sense that even once they're dead, they're not completely gone forever because they'll be back in New Game+.
And on that note, that's another thing I really don't like: not being able to fully power everyone up in a single playthrough.
Still, that's an improvement over X5, X6, and Soul Eraser where fully powering up both characters on a single file is impossible no matter what. Which, besides being irksome (yeah, I'm a completionist, so sue me), breeds a tendency to just use one character, give them everything, and kick the other to the curb. I'd probably use Zero a lot more in X5 and X6 if giving him powerups didn't mean not giving them to X.

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