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Rockman & Community => Rockman Series => Original => Topic started by: Turian on October 04, 2011, 02:47:51 AM

Title: Mega Man 2.5D
Post by: Turian on October 04, 2011, 02:47:51 AM
Is it possible to recapture what made the 8-bit games (and their emulators 9 & 10) great, in 2.5d? Did Powered Up do it? Or did it miss the mark?

Some things to think about are:

Mario did it well with NSMBWii.
MHX came really close, with the exception of the dash-jump off the wall.

Opinions.

Discuss.
Title: Re: Mega Man 2.5D
Post by: Satoryu on October 04, 2011, 03:47:44 AM
All of the 2.5D Mega Man games so far have been just fine to me, with the exception of like 40% of X7. There's no problem with how they play. They look fine; I don't mind the Powered Up chibis or the slim downed models in X8.

What's the problem with MHX dash wall jumping? Having to press dash and jump and the same time? X1 had that too, it was X2 that started the change to hold dash and press jump. I guess they really wanted to preserve the feel of the original with MHX. Dunno why, but you get used to it. I'd much rather have that than X7's wall jumping.
Title: Re: Mega Man 2.5D
Post by: OBJECTION MAN on October 04, 2011, 04:07:38 AM
I think that Powered Up didn't visually capture the original appeal of Megaman. Megaman was obviously kiddy, but I never perceived it to be baby kiddy. A more refined Megaman Universe ascetic would be more accurate. Universe had a lot of refining to do though.
Title: Re: Mega Man 2.5D
Post by: Flame on October 04, 2011, 04:11:11 AM
In all honesty, disregarding my nitpicks on X8, design and all that aside, what bothers me most is the shop. EVERYTHING is buyable in the shop. It sort of kills stage replay value. I remember when you had to FIND Sub tanks and heart tanks. It added more incentive for hidden areas and stuff. And whatever your views may be on having to rescue reploids to get chips, it at least made them a bit more of a challenge to get, and again, gave an excuse to go back to stages. X8's levels, or at least a few of them, were just forgettable... and sort of... I dunno, linear? bland? I cant quite put my finger on it. Also, The majority of the capsules were pretty badly hidden. Right in plain view, just taunting you. Not like other X games havent done that, but X8 does it for almost all of them. I DID however, like the touch of putting one of them in the intro stage, requiring a revisit to find it. That was an interesting usage of the usually one-shot Intro stage.

 Other than that, I think X8 captured the 2D Megaman gameplay just fine. I cant speak for MHX or PU, although ive seen a fair few comparisons between PU and MM1. (mainly the [parasitic bomb] like grabbing onto ladders not quite working as flawlessly, weapons not going through walls, and that stuff)

But I dont think 2.5D Megaman is the problem here, we have all seen that it can work. 3D is the one that... well, gave us X7. Though to its credit it also gave us Command Mission.

EDIT: I also agree with Objection's post on PU's visual appeal. :P
Title: Re: Mega Man 2.5D
Post by: Turian on October 04, 2011, 04:44:36 AM
All of the 2.5D Mega Man games so far have been just fine to me, with the exception of like 40% of X7. There's no problem with how they play. They look fine; I don't mind the Powered Up chibis or the slim downed models in X8.

What's the problem with MHX dash wall jumping? Having to press dash and jump and the same time? X1 had that too, it was X2 that started the change to hold dash and press jump. I guess they really wanted to preserve the feel of the original with MHX. Dunno why, but you get used to it. I'd much rather have that than X7's wall jumping.

There was a delay. It wasn't the same as the original. It just felt off.
Title: Re: Mega Man 2.5D
Post by: Satoryu on October 04, 2011, 06:20:38 AM
I remember when you had to FIND Sub tanks and heart tanks.

Well, you do find the rare metals required to buy Sub Tanks.
Title: Re: Mega Man 2.5D
Post by: Flame on October 05, 2011, 02:43:57 AM
True, but still, the way the shop system was handled bothers me. MM 9 and 10 did the same thing. Though with less things to buy and a few being merely cosmetic, its not as noticeable.
Title: Re: Mega Man 2.5D
Post by: Sylkebeach on August 09, 2012, 07:48:30 PM
Is it possible to recapture what made the 8-bit games (and their emulators 9 & 10) great, in 2.5d? Did Powered Up do it? Or did it miss the mark?

Some things to think about are:

Mario did it well with NSMBWii.
MHX came really close, with the exception of the dash-jump off the wall.

Opinions.

Discuss.

How about having these ideas? Something like...

1. Having 3 difficulties, like Mega Man 10. 2. Having Doc Robots, like Mega Man 3!  8D And 3. ...ONLINE MULTIPLAYER BATTLES!!!!  8D 8D 8D 8D 8D

Are those good ideas?
Title: Re: Mega Man 2.5D
Post by: Satoryu on August 09, 2012, 08:04:05 PM
1. The games have regularly had multiple difficulties since X4.
2. Some games do throwback bosses, but I think that's something that should be done in moderation.
3. I don't think Mega Man needs multiplayer. Co-opcould work, but a free for all mode just doesn't sound right to me.
Title: Mega Man 2.5D Officially Released!
Post by: ViperAcidZX on February 01, 2017, 02:05:37 AM
I am sorry for digging up a dead thread, but for those waiting for this fan game, we got good news: Mega Man 2.5D is officially complete! (http://petersjostrand.com/) No more betas, demos, or trailers (except the following), only a full game featuring the Blue Bomber with the Z-axis thrown into the mix.

[youtube]youtu.be/hnVrDHHPnPM[/youtube]
Title: Re: Mega Man 2.5D
Post by: Phi on February 01, 2017, 06:11:29 AM
Oh

I see what he did there in that trailer

[yt]https://www.youtube.com/watch?v=DJGn3KWIZEM[/yt]
Title: Re: Mega Man 2.5D
Post by: Cherrykorock on February 05, 2017, 06:32:07 AM
Beat the game on normal last night. Gotta say it feels really close to the NES megaman games for the most part. Really hard in some places and easy in others. Interestingly [spoiler]there is no Rush for the main 8 stages. You can use him in the Wily stages though![/spoiler]

It's also cool that the achievements' are used to unlock certain goodies like more characters and such. I know I'm a minority on this but I didn't like Megaman Unlimited so this was a breath of fresh air to me in how it played.

All the bosses are amped up to be a little tougher and the stages use the elements from their old stages but with newer stuff added and totally changed up. Also the Wily Stages were cranked up to freakin 12 in terms of difficulty. [spoiler]Wily Stage 3 in particular is very meteoid styled and ends with you fighting Enker,Punk, then Ballade ina row. Good luck!![/spoiler]

Outside of some minor glitches (sometimes the slide doesn't work) and one major soft lock (don't charge Pharoah Shot before going through a teleporter, trust me) it's solid and feels like the Megaman you know and love.

If you like hard Megaman games this is a good pick. If not it has a difficulty setting which can make it easier or harder.
----------
Some tips

*Megaman can slide, don't forget because the game won't.
*To use the E tank you have to first select it like a weapon the hit the shoot button.
*You keep E tanks even if you Game Over.
*You have to do the Wily Stages in one shot so grind for lives and such well before you enter.
*There are some secret rooms and shortcuts if you're attentive and/or have the right weapons.
*You can always collect items then return to the stage select.
*If the game is running too slowly lower the resolution until it feels better.
-----------
I might write up somewhat of a strategy guide if people need it but you shouldn't need one. If my dumb face can find all the secrets you can too!
------------
I have yet to try the 2-player mode.
Title: Re: Mega Man 2.5D
Post by: Satoryu on February 17, 2017, 04:14:20 AM
I haven't played the game myself yet, but I've checked out some speedruns of it. It looks really cool. I especially love that nearly every stage has an alternate route.