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Messages - MacDaddyMike

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26
Original / Re: Why does everyone like Mega Man 3 so much?
« on: August 27, 2013, 05:11:03 PM »
It's weird to me that 3 gets so much credit when it has the least amount of new content of any of the NES games.  There are 8 new robot masters, but 8 old ones.  4 re-used stage layouts with different enemy placement and one forced jet and marine section.  Only 1 new fortress boss, aside from the final bosses, in what is already the shortest fortress of the entire series.  I don't think the slide and Rush makes up for all that, especially since MM4-6 have that and so much more.

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Original / Re: Why does everyone like Mega Man 3 so much?
« on: August 27, 2013, 03:50:19 PM »
The appreciation for the Doc stages always surprises me.  I figure you can either think it's a good idea or a bad idea, but for both the end result should be disappointment.  I'd rather have brand new stages instead of retreading already-used stage layouts and fighting bosses I already fought before in the previous game, so the whole thing comes off as lazy to me.  But let's say you like the Doc stages--why only 4?  Why can't we revisit Magnet, Top, Snake and Hard Man's stages too?  Even if you like the Doc stages, you're at best getting half of a good idea.

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Original / Re: Why does everyone like Mega Man 3 so much?
« on: August 27, 2013, 04:32:52 AM »
Dude, Charge Kick is top three weapons in the entire classic series.  Most people don't even know that you're INVINCIBLE when you use it.

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Original / Re: Why does everyone like Mega Man 3 so much?
« on: August 27, 2013, 03:23:05 AM »
I see so many people pointing out Power Stone as a poor weapon, but it's actually one of the more effective and more fun weapons to use in MM5.  The game was designed around a lot of enemies that only take one hit to kill, and often putting them in areas of the room that are out of reach initially, so that you have to wait for them to close in on you before you can attack.  Power Stone can clear a lot of these rooms in one use, and even aside from that there are a lot of really great room layouts that take its shot pattern into effect.  I played a run of MM5 a while back where I tried to use the RM weapons more effectively, and Power Stone was a surprising hit.  I recommend you try to experiment with it more, you may find it worth your while in the end.

As for the points, I'd have to say that saying "it didn't have [blank]" is not a very strong argument when the alternative isn't any better.  For example:

1) Sure, there's one fortress, but it's the worst fortress of the entire series.  The stages are super short, it recycles two bosses from other Mega Man games (when there were only two others to draw from, yikes), and there's little to most of the stages (Wily 2 has three bee enemies in it and a forced Rush Jet segment that...requires no skill whatsoever).

2) Bad to pick out MM4 as your example, as it had the most well-balanced weapon set of the series until 9 came out.  Pharaoh Shot is aimable and chargeable, Ring is piercing, Dust can multi-hit, Dive can home, Toad is screen-clearing and ignores defense, Bright stops time, Skull is a barrier, and Drill is powerful, fast and can be manually ignited to get around certain defense layouts.  Every weapon is useful and every weapon is UNIQUE, among the others in that game anyway.

Look at MM3's weapon set:
Search Snake - ground-traveling attack, can climb walls
Shadow Blade - projectile, fired in a straight line, can be aimed in multiple directions
Needle Cannon - projectile, fired in a straight line, fast attack
Gemini Laser - projectile, fired in a straight line, bounces off of surfaces
Magnet Missile - projectile, fired in a straight line, trajectory can be changed once without player input
Hard Knuckle - projectile, fired in a straight line, trajectory can be slightly altered by player input
Spark Shot - projectile, fired in a straight line, can freeze enemies, does no damage
Top Spin - aerial melee attack, incredibly glitchy with response to energy usage, trajectory of jump can be affected by enemies, hitbox inconsistent

Suffice to say, a lot of it is "samey", and there are a couple that are complete duds.  Top Spin could be viable if there was any situation in which a projectile would be worse than a melee attack, but that's never the case, and it's so glitchy that it's a danger to ever use it in the first place.  Hard Knuckle is too slow to be effective in most encounters.  Spark Shot doesn't actually damage anything.  Gemini Laser is both slow and weak, and if you miss your shot you have to wait for it to run out before you can shoot again or switch weapons.  Needle Cannon is just a fast Mega Buster, and the game isn't designed with the Search Snake in mind, as there are very few situations in which you're above enemies and that's where the snake movement pattern would be most effective--as it is, it's again too weak of a weapon.  Magnet Missile and Shadow Blade are the only two that I could ever see being useful throughout the entire game.

I'd argue that MM3's weapon set is by far the worst of the series.  You have 7 projectiles that all fire directly in front of you whose specific characteristics are mostly not very effective, and one melee attack that's glitchy and dangerous to use.

3) No Wily Capsule, but the final boss of MM3 is beyond pathetic.  You can stand underneath him indefinitely and not get hurt, and then he dies in one hit.  I'd take any of the series' Wily Capsules over this fight (except MM7, cause that fight's so annoying).

4) Rush Jet was completely broken and made every platforming segment in the entire game skippable.  Changing it to the MM4's Jet was definitely a much-needed change.

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Original / Re: Why does everyone like Mega Man 3 so much?
« on: August 27, 2013, 02:50:51 AM »
Joking aside, I would be interested in having an actual discussion as to why it's so often placed near the top of the classic series rating when there's so much wrong with it.

What is it that MM3 does better than 4-6?

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Original / Re: Why does everyone like Mega Man 3 so much?
« on: August 27, 2013, 02:22:26 AM »
Because you get to refight the bosses from MM2 and it reminds everyone of how great of a game that was.

That and the soundtrack are the only reasons I could understand someone liking this game, as from a design standpoint it's probably the weakest of the NES games.

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X / Re: What would the story for Rockman X9 be?
« on: August 26, 2013, 01:29:08 AM »
The ending of X8 seemed to suggest that, if it came to the day when there would be no use for reploids, Zero would not go quietly.  I think there's a lot of potential to make a really deep, character-driven story here, where perhaps the world's government or whatever's left on Earth decides to take in all old-era reploids and decommission them, and X actually fights for the side of the humans.  X is tired of fighting, tired of war, and just wants his "duty" to be over, so he's accepted his fate and is willing to be decommissioned himself, but Zero starts a rebellion against the humans (with a group of reploids also deemed "Mavericks") and X is sent to take them down.  After all the build-up of how X is talking about how he'll have to kill Zero one day, I'd love for it to be because of a philosophical disagreement, and not because Zero gets "infected" or some stupid [parasitic bomb] like that.  There's actually a lot of thematic depth here about free will, right to life, a child's responsibility to his parents', etc. all of which make for a great classic science fiction story.  I think it'd be a great way for the series to go out, personally, though I'm not sure which ending I'd like most: one where X dies, or one where he lives.

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Rockman Series / Re: Reboot Mega Man
« on: August 26, 2013, 01:12:41 AM »
Five words: Open world first-person shooter.

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Rockman Series / Re: Does a Mega Man game need boss refights?
« on: August 26, 2013, 01:11:03 AM »
As was mentioned right away, the boss refights are a great opportunity to be able to play with RM weapons and figure out every weakness without having to look it up online or play through the game several times.  I don't particularly prefer the X1 method over the teleporter rooms, in terms of pacing, but removing refights altogether would be detrimental for sure.

I am, however, a big anti-fan of the Doc Robots.  If I wanted to fight the bosses from the last MM game, I'd be playing the last MM game.  I don't want to have to play through recycled stages to fight recycled bosses because the designers were too lazy to come up with something new.  Even in X1 or after every teleporter room, there's still a new boss to fight when it's all said and done.

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Original / Re: Things you want/don't want to see in Mega Man 11
« on: August 24, 2013, 02:29:50 AM »
What I would desperately accept right now: something like MMX6.
If this happened. it would be enough to make me give up on the series forever.

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Original / Re: Things you want/don't want to see in Mega Man 11
« on: August 23, 2013, 01:47:30 PM »
What I want out:
An easy mode. Seriously, the game needs to be a challenge, not a cake-walk.

Easy Mode was a hit and is about the only thing actually attracting new players to a series that is already known for being fairly difficult to grasp.  If you don't need it, don't use it, but it would be a huge mistake to remove it and alienate new players that would otherwise not give the game a chance.

At least ten of my friends would have never even touched MM10 if it weren't for Easy Mode.

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Rockman Series / Re: What was the first Megaman game you played?
« on: August 22, 2013, 03:16:40 AM »
I think the first one I played was MM5, at the house of a friend of my family.  The earlier memory I have of the series is seeing Wave Man's stage for the first time.

First one I owned was MM4.  First one I rented was MM2.  Though I'm not sure which order this all came in.  Pretty sure the first Mega Man game was the last on the NES that I played.

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Rockman Series / Re: Your favourite and least favourite Megaman game
« on: August 21, 2013, 03:31:48 AM »
X6 did not have a boss Zero with only two survivable attacks, did not kill Zero in the same boss explosion effect that he and X stare at a dozen times a game (and certainly did not do so while Zero was off-screen and said effect happens in X's face)
Not sure what this is referring to, but with how many imbalanced boss fights there are in this game I don't think having a less-than-crappiest Zero fight makes up for it.

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did not structure itself with the intent of withholding X's final non-Ultimate Armor until the worst possible stage to use it in, did not start X with what was effectively the end-of-game secret power-up missing one attack
Yeah, instead the game was designed solely around X's falcon armor and made it impossible to beat as unarmored X (or impossible to beat if you lost critical parts).

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did not feature a ranking system that punishes you for destroying enemies
No, but its reploid rescue system was even more game-destroying.

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did not structure itself to forbid access to at least half of all Power Up Parts at all times
No, but everything else about the structure of this game is garbage, so I don't see this as a plus.  It's like saying "This ice cream sundae may be full of razor blades, but at least there's no poison".

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and it made the Z-Buster useful against something other than giant taxis.
Zero's totally broken in this game--I wouldn't call that a point in the "great game design" column.

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Original / Things you want/don't want to see in Mega Man 11
« on: August 21, 2013, 03:23:23 AM »
Yeah, MM11 is looking less like a possibility every year as Capcom keeps deciding to put the series on the backburner, but hypothetically what are some features you'd like to see in the next classic series game, and what are some things that would disappoint you?

I'll start,

Something I'd like to see: more stage interaction with robot master weapons.  One of the few things that I really liked about MM7 was how different weapons unlocked secrets or new areas, like lighting up generators or freezing the molten rivers in Junk Man's stage, or burning down the forest in Slash Man's stage, and the like.  It'd be cool to have more stages with alternate paths like MM6, and I'd like to see more weapons being used to make stages easier to progress through, affecting the various stage gimmicks somehow (like how Time Stopper helps make Quick Man's stage easier, but expanded upon for new possibilities).

Something I don't want to see: another Devil boss.  MM9 and MM10 both had Devil bosses and they were both the worst, most annoying bosses in each respective games.  We've had two in a row, Capcom--we really don't need anymore.  Frankly, I don't think I've ever enjoyed a Devil boss in the entire series, so that's something I wouldn't mind seeing disappear forever.

40
Original / Re: Why do people hate Rockman 7 so much?
« on: August 20, 2013, 06:07:52 PM »
For me it was a lot of the little things that just kept adding up.
- Sprites were too large, game felt cramped
- Story was annoying and took me out of the gameplay
- Bass was a boring character
- Too many hidden items, no need for a 2-page menu in a classic MM game
- Sound effects were awful
- Most of the music was boring
- Status effects (burn, freeze, goo'd, etc.) were a bad idea
- The "get weapon" explanation scenes with Dr. Light were cringe-worthy
- Final boss is outrageously imbalanced

As for R&F
- Loved the music, you guys is crazy, the percussion effects were off the hook (Ground, Tengu, opening stage, Auto's Shop and the Data CD tunes were my favs)
- While I wasn't a fan of the 4-4 split in MM7, I actually liked the setup in R&F, where you get a choice of three at the start but whichever one you beat opens up another three
- Weapon set was the best since MM4
- Interesting boss fights with more complex patterns than most in the series
- Graphical style took some getting used to in getting the jump distance correct, but I loved the look, visually
- Looking for CDs was fun
- Okay, King Stage 2 is one of the most ridiculously difficult and unfair stages in the history of the series...I have no defense for this one, actually
- I liked how playing as Rock made the bosses easier, whereas Bass had an easier time with the stages

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Rockman Series / Re: Your favourite and least favourite Megaman game
« on: August 20, 2013, 04:43:46 PM »
Favorite: Network Transmission.  Really cool mix of the Battle Network and Classic series, and the first "classic-style" game in a long time after MM&B, before MM9 came out anyway.
Least: X6.  A garbage game where everything that could have gone wrong went wrong.  The only redeeming factor is that it has a good soundtrack, but I can listen to that on its own without having to submit myself to the torture that is this garbage game.

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You know by "Post-SOTN" Castlevania I assume menus, statuses and EXP, guess which Megaman games have those OH RIGHT NONE OF THEM.
Lol, I even directly referenced ZX and ZXA, but even moreso I was talking about the approach to level design.  It's no secret that those games were directly inspired by the Castleroid games, so you're making yourself look mighty ignorant here.

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And MM9 was [parasitic bomb], 10 actually had good design but it was plagued by following 9, so people wrote it off as another 8-bit retro nostalgia thing.
Are you suggesting that MM9 and 10 weren't received well by fans?  Cause, uh, if that's the case, you're wrong.

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You are not the entire megaman fanbase, who else but you cares if something doesn't appeal to you?
Did I say that I was the entire Mega Man fanbase?  TC is talking about how much more "successful" fan-games would be if they were more "ambitious", and I offered a counterpoint opinion that others may also share.

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What megaman game plays like castlevania oh right none of them.
TC cited Rockman X Corruption in the opening post with inclusions that focused on "exploration" and "RPG elements", and that sounds like post-SOTN Castlevania games to me.  And the ZX series of games are clearly influenced by them as well, so if you're going to try to be a sarcastic smartass at least know what you're talking about first.

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Your issue comes from a gross misunderstanding of why people play Mega Man games.  You keep mentioning that fan-games do nothing but change "the bosses" and "the weapons", forgetting that it's the level design that takes up 99% of the gameplay and its focus.  Did the NES Mega Man games do anything to drastically change up the formula?  No.  They built new stages and new enemies for us to play around with, and that kept us all coming back for more with each iteration.  Mega Man 9 and 10 did just the same and people ate that up as well.

You're also undermining the extreme amount of work it takes to develop a well-made Mega Man game, with stage design that's both functional and creative as well as aesthetically pleasing.  Calling a fan-game "unimaginative", "unambitious", and "lazy" because it sticks to a formula that the series built is offensive to everyone who's passionate about Mega Man in the first place.  You talk about all these people who agree with you, but I see none of that here and doubt that I will.

Posted on: August 18, 2013, 01:00:27
Are you implying that a 32-Bit style X game is "radically" changing the gameplay?
I didn't say anything about graphical styles, and that's clearly not all that the TC has been asking for.

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He never said anything about playable robot masters or anything, not that this is something capcom hasn't tried before (MMPU).
He talked about multiplayer as a possible idea, I discussed another idea that also doesn't appeal to me in the slightest.  It's relevant.

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You're saying you're okay if every fangame is yet another MM2/3/4 with some new weapons and different levels?
...yes.  If they're made well, yes.  I'd rather play more Mega Man games that play like Mega Man games than Mega Man games that play like Castlevania, personally.

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I'm personally turned off by fan-games that radically change the gameplay like making the robot masters playable or whatever have you, so that's one more person you've alienated from your "ambitious" game.

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Fan Games / Re: Mega Man: Rock Force
« on: August 16, 2013, 09:06:33 PM »
Damn, JC. You need let all that crap go and just learn how to have fun. It's fan's game, so it isn't going to be perfect. You're going to play hundreds of these 8-bit ones before it's over, so you'd better get used to it now. Nothing's ever going to be as good as the original games were. But I'll take "damn close" to completely frustrating. (MMU.) 

I feel like the human race should be embarrassed whenever someone is told to stop thinking critically.  JC should be given a goddamn medal.

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Fan Games / Re: Mega Man: Rock Force
« on: August 13, 2013, 05:30:51 AM »
I haven't given the game too much time, but already I'm having a lot of problems with the game engine.  The delay to starting the charge for the Mega Buster is significant enough that it completely upsets the timing of its use, so I end up avoiding using the Mega Buster even when I want to because of how much it cripples the player in a combat situation.  The slide is just all kinds of wrong, specifically how you can't cancel out of it without jumping, and changing direction while sliding and continuing to slide is going to lead to a lot of sloppy deaths that wouldn't happen in any other Mega Man game.  The knockback feels strange, too, though I can't really tell why.

Stage design seems fine so far, but I'm having such a frustrating time with the game just because everything feels wrong in the contols. 

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Fan Games / Re: Mega Man Unlimited
« on: August 08, 2013, 12:06:01 AM »
Played a quick couple of minutes on the new release, mainly to see how he "fixed" Rainbow Man's stage.

He didn't.  In fact, on "original" difficulty, changes were pretty much only made to the rooms that had the least of the problems in their design.  All the super-cheap rooms got no change whatsoever, and all the rooms that were the easiest to get through now have their lasers shoot at a much slower pace.  It's beyond stupid.

And then there's easy mode...wtf.  Easy Mode's not even...worth playing...for anyone.  He just put blocks in front of half the lasers and over all of the spikes.  And wait til you see the mini-boss room, ho boy.  As far as I can tell, there are no changes to the bosses, too.  This is less an "Easy Mode" and more of a "Why Bother? Mode".

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Fan Games / Re: Mega Man Unlimited
« on: August 07, 2013, 06:19:19 PM »
Despite so many reviews I read complaining on the over-reliance on insta-kill traps, I found myself dying more from enemy damage than pits and spikes (outside of the garbage Rainbow Man stage, anyway).  Even the dreaded Wily 3 stage that has spikes on virtually every screen, I made it through on my first try.  A lot of the platforming isn't actually the challenge, I think, it's more the level of endurance you need to make it through these marathon-lengthed stages.

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Fan Games / Re: Mega Man Unlimited
« on: July 29, 2013, 09:04:26 PM »
I wasn't a fan of Revolution from my initial attempt, if only because I hated the Mega Buster Arm so much that it was enough to ruin the game for me, but the level design didn't strike me as particularly inspiring and some of the stage gimmicks (like the flying skulls in Ghost Man's stage) felt little like a Mega Man game to me.

As for Unlimited...well, I can say that I was a really really big fan of the game for the first seven stages I played (I'll let you guess which one was #8), but from there on it was all downhill.  Some minor balance issues in the other stages, but nothing quite so damaging to the game as its latter half.

Hate to be a spam loser, but I'm partway through a comprehensive review of the game currently, and am going to record my thoughts on Rainbow Man's stage in a few minutes, posted later in the week.  It's, uh...well, I can't really think of anything positive I have to say about it, but we'll see.  I actually disagree that the game, on a whole, relies too heavily on instant-death traps, and that the majority of my deaths in the first seven levels I played were from enemy damage, but, again...this game goes WAY downhill when you reach the Wily stages.

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