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Rockman & Community => Rockman Series => Original => Topic started by: Protoman Blues on December 10, 2009, 11:00:36 AM

Title: MegaMan 10 - More Playable Blues
Post by: Protoman Blues on December 10, 2009, 11:00:36 AM
Soooooooooooooooo hey RPM.  We've got a new Classic series MegaMan game on the way, with even more Playable Blues I might add.  Like I said in the News topic, I've decided to create this one for ALL our fanboyish/fangirlish speculation, hopes, dreams, desires, sexual fantasies, etc.  Who knows when this game is coming out, so we'll have plenty of time for nonsensical MM10 fun in here.  Post all your stuff, make up some fan art, guess which Robot Masters are on the way, and just have fun. 

Well, we already have SheepMan.  Judging by two of the levels they described, plus one shown in the Nintendo Power, there will possibly be a VolcanoMan, a CyberMan, and an ArcticMan.  OR WOMAN!  Who knows? 
Title: Re: MegaMan 10 - More Playable Blues
Post by: Rad Lionheart on December 10, 2009, 11:03:26 AM
As more robot masters are revealed, I plan to do art for them.
I feel it's only right, since last year with MM9 I wanted to do such a thing, but felt I didn't have the skill for it. and wished it could be coloured digitally, but lacked the tablet.

So now that I've got the tablet, and feel I have the skill, it'll be time to pump out fan art as fast as the information is revealed to us.

Also can't wait to hear some audio clips! and if there will be an arranged soundtrack!
Title: Re: MegaMan 10 - More Playable Blues
Post by: Blackhook on December 10, 2009, 11:05:02 AM
I am going to sprite Rock and Blues based on their cover art...it looks damn good! So is Bass the third playable character?
Title: Re: MegaMan 10 - More Playable Blues
Post by: Rad Lionheart on December 10, 2009, 11:07:33 AM
I'll put my money on Bass as the third character.

But it could very well be a new character, and that's why they're keeping it hush hush for now.
Title: Re: MegaMan 10 - More Playable Blues
Post by: borockman on December 10, 2009, 11:19:26 AM
I'm gunning for Bass though I'd always welcome surprise addition. (Hey could be Auto or Dr Light himself!).

and RM speculation...

Shearer man for Sheepman weakness.  XD
Computer man
Volcano man or Lava man
Chill woman.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Rad Lionheart on December 10, 2009, 11:39:52 AM
Shear Man seems likely for Sheep Man's weakness.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Da Dood on December 10, 2009, 02:41:24 PM
I'm so hyped, I actually drew a MM pixel-style Twitter background on Flash. (Click for full size.)

(http://i5.photobucket.com/albums/y168/da_dood/twitter_back.png) (http://i5.photobucket.com/albums/y168/da_dood/twitter_back.png)

If you like it, feel free to use it. :)
Title: Re: MegaMan 10 - More Playable Blues
Post by: Night on December 10, 2009, 03:12:16 PM
twitter

 -_-
Title: Re: MegaMan 10 - More Playable Blues
Post by: KudosForce on December 10, 2009, 03:14:23 PM
I don't know about everyone else, but for some reason, I expect a robot master called Nuclear Man to show up in this one.

But, that's mere speculation. >U<

That said, do bring us some more glorious artwork, CentaurDuckie!
Title: Re: MegaMan 10 - More Playable Blues
Post by: Blackhook on December 10, 2009, 03:16:46 PM
We demand a Potato Man!
Title: Re: MegaMan 10 - More Playable Blues
Post by: HyperSonicEXE on December 10, 2009, 03:34:53 PM
Fire - Lava Man
Ice - Snow Man
Cyber - Mouse Man
Elec - Sheep Man

And was that a fortress level? I'm kinda thinking:
Tank Man
If that's not a Wily Fortress stage.

Sheep Man's weakness is probably going to be something that either messes with his lightning or his four-in-the-air evade pattern.

Third playable is probably Bass. I'll bet you MM9's secret was that the Bass image file was called "RM10" or "ten" or "ju" or something.
I wouldn't mind Roll, though.

A freakin' robot virus, and that's not a precursor to the Wily Virus?
And how about Bass' upgrades?
If it's not Zero time, they're REEEEEALLY messin' with us.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Blackhook on December 10, 2009, 03:37:19 PM
Fire - Lava Man
Ice - Snow Man
Cyber - Mouse Man
Elec - Sheep Man

And was that a fortress level? I'm kinda thinking:
Tank Man
If that's not a Wily Fortress stage.

Sheep Man's weakness is probably going to be something that either messes with his lightning or his four-in-the-air evade pattern.

Third playable is probably Bass. I'll bet you MM9's secret was that the Bass image file was called "RM10" or "ten" or "ju" or something.
I wouldn't mind Roll, though.

A freakin' robot virus, and that's not a precursor to the Wily Virus?
And how about Bass' upgrades?
If it's not Zero time, they're REEEEEALLY messin' with us.
Bass was already confirmed
Title: Re: MegaMan 10 - More Playable Blues
Post by: Acid on December 10, 2009, 03:38:24 PM
Bass was already confirmed

What? Where?
Title: Re: MegaMan 10 - More Playable Blues
Post by: Blackhook on December 10, 2009, 03:42:26 PM
Quote
It will be WiiWare and keep the 8-bit style. 360 and PS3 seems likely, but I was only outright told WiiWare.
It will have no relation to Mega Man X (just pointing this out, since some people might think they might choose to do that with X equating to 10.)
Both Mega Man and Proto Man are playable (it appears Proto Man will be unlockable, or become available at some point midway through the game.)
There will be DLC to play as Bass. His gameplay will be based on how he played in Mega Man & Bass.

The ’story’ is basically as such: Robots get a virus that makes them sick. Roll catches it, Mega Man has to get Wily’s help to find a cure (Wily claims he has nothing to do with it, but… yeah), and the 8 bosses each hold part of the cure.

And here is the biggy… it will be two players. No idea if story mode will be two people, or if there will be some specialized two player mode though.

And oh yes… it’s far enough along that it is already being translated into English.
Title: Re: MegaMan 10 - More Playable Blues
Post by: CephiYumi on December 10, 2009, 03:45:22 PM
I thought they already said Proto was available from the beginning o.o
Title: Re: MegaMan 10 - More Playable Blues
Post by: VixyNyan on December 10, 2009, 03:48:36 PM
Um yea, but now he's not a Down Load Content. ^^
Title: Re: MegaMan 10 - More Playable Blues
Post by: Dexter Dexter on December 10, 2009, 03:54:48 PM
Are they going to add a boss rush mode as DLC? Because I think that would be a damn good idea.

Quote
8-bit style

CRAP.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Da Dood on December 10, 2009, 04:49:03 PM
I wonder what they're giving Mega Man if Proto gets slide, charge and shield... I hope it's more than just high defense and low hit recoil.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Satoryu on December 10, 2009, 07:36:53 PM
God, I really need to find those pictures I drew in high school. Capcom already stole Tornado Man from us. In name only, however. We weren't dumb enough to make him look like Harpuia. But the special weapon we gave him was a Giga Attack. And no one'll believe me until I find the [tornado fang]ing pictures of the 8 Robot Masters we thought up.

So if they also decide to include Toxic Man, Neon Man, Volcano Man, Chain Man (although it seems everyone's already thought of that one), Solar Man, Void Man, and/or Quake Man, and I still haven't found the pictures, I'm going to be pissed.

At this point, perhaps I should just redraw them.

Anyway, Bass has to be the third playable character. If the whole Roll gets Robotenza thing is true, her chances of being playable are kinda slim. I'm going to take the rumors from November as just that: rumors. Their mention of Proto Man does contradict Nintendo Power.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Protoman Blues on December 10, 2009, 07:37:57 PM
I'm still gonna put my money on Roll being the 3rd playable character.  After she gets cured, she's gonna KICK ASS!
Title: Re: MegaMan 10 - More Playable Blues
Post by: Acid on December 10, 2009, 07:38:53 PM
(http://i430.photobucket.com/albums/qq22/mywarehouse/1260468739467.jpg)
Title: Re: MegaMan 10 - More Playable Blues
Post by: Satoryu on December 10, 2009, 07:39:55 PM
Goddamn. That's sexy.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Blackhook on December 10, 2009, 07:42:09 PM
(http://img40.imageshack.us/img40/5905/rockinblues.png)
Title: Re: MegaMan 10 - More Playable Blues
Post by: Sapphire✧9 on December 10, 2009, 07:46:03 PM
Good work, buddy  owob
Title: Re: MegaMan 10 - More Playable Blues
Post by: Protoman Blues on December 10, 2009, 07:58:23 PM
(http://i430.photobucket.com/albums/qq22/mywarehouse/1260468739467.jpg)

This......is so cockawesomely sexy!
Title: Re: MegaMan 10 - More Playable Blues
Post by: Night on December 10, 2009, 08:01:13 PM
I think it fits the current theme of your avatar as well!
Title: Re: MegaMan 10 - More Playable Blues
Post by: Acid on December 10, 2009, 08:59:25 PM
(http://img40.imageshack.us/img40/5905/rockinblues.png)

This is awesome as well!
Title: Re: MegaMan 10 - More Playable Blues
Post by: DjKlzonez on December 10, 2009, 09:02:51 PM
here's the full scan for the ones who want more info :

[spoiler](http://www.ripten.com/wp-content/uploads/2009/12/MM10-NPscan.jpg)
 if you can't read the text above, right-click this http://www.ripten.com/wp-content/uploads/2009/12/MM10-NPscan.jpg[/spoiler]
Title: Re: MegaMan 10 - More Playable Blues
Post by: VixyNyan on December 10, 2009, 09:04:06 PM
http://www.rockmanpm.com/?p=original/rockman10

Bigger scan~ (http://www.rockmanpm.com/i/original/rockman10/NP250_DLmega.jpg)
Title: Re: MegaMan 10 - More Playable Blues
Post by: SUPAH METUL on December 10, 2009, 09:08:22 PM
Is they are actually forgotted about Rockman 7 style?
Looks like it is.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Night on December 10, 2009, 09:12:12 PM
IS believed they are forgotted... sad will be not?  :(
Title: Re: MegaMan 10 - More Playable Blues
Post by: Phi on December 10, 2009, 09:13:57 PM
This......is so cockawesomely sexy!
I'm surprised that you're not using it as your ava. 8D
Title: Re: MegaMan 10 - More Playable Blues
Post by: Protoman Blues on December 10, 2009, 09:15:13 PM
I'm surprised that you're not using it as your ava. 8D

It's Quicember!  Once MM10 is getting closer and closer, I probably will.

Or I'll ask someone to draw PB as Lord Zedd.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Satoryu on December 10, 2009, 09:18:22 PM
Is they are actually forgotted about Rockman 7 style?
Looks like it is.

Think That They Protoman Fence To Disappear?
Title: Re: MegaMan 10 - More Playable Blues
Post by: Jericho on December 10, 2009, 09:22:01 PM
Think They Protoman Fence To Disappear?

[tornado fang], I was trying so hard to remember the Megaman Axl version of this one to respond with, but it escapes me right now. XD
Title: Re: MegaMan 10 - More Playable Blues
Post by: Satoryu on December 10, 2009, 09:27:22 PM
Damn, I can't think of it either.
Title: Re: MegaMan 10 - More Playable Blues
Post by: SUPAH METUL on December 10, 2009, 09:50:41 PM
Think They Protoman Fence To Disappear?
So what? It can't be like "now each classic series game that will be released is goin' be 8-bit styled". It's just stupid. And I kinda liked that graphic chip.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Satoryu on December 10, 2009, 09:57:45 PM
Wait a minute. Did you actually make sense out of what I just said?
Title: Re: MegaMan 10 - More Playable Blues
Post by: Acid on December 10, 2009, 10:01:24 PM
Wait a minute. Did you actually make sense out of what I just said?

Can't blame him. "Fence to disappear" was so long ago. And not everyone was there.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Gatuca on December 10, 2009, 10:09:32 PM
God, I really need to find those pictures I drew in high school. Capcom already stole Tornado Man from us. In name only, however. We weren't dumb enough to make him look like Harpuia. But the special weapon we gave him was a Giga Attack. And no one'll believe me until I find the [tornado fang]ing pictures of the 8 Robot Masters we thought up.

So if they also decide to include Toxic Man, Neon Man, Volcano Man, Chain Man (although it seems everyone's already thought of that one), Solar Man, Void Man, and/or Quake Man, and I still haven't found the pictures, I'm going to be pissed.

At this point, perhaps I should just redraw them.

Anyway, Bass has to be the third playable character. If the whole Roll gets Robotenza thing is true, her chances of being playable are kinda slim. I'm going to take the rumors from November as just that: rumors. Their mention of Proto Man does contradict Nintendo Power.

NO, They cant make Volcano Man, I did Create Volcano Woman!!!!!!!!!!!
Title: Re: MegaMan 10 - More Playable Blues
Post by: DjKlzonez on December 10, 2009, 10:21:48 PM
http://www.rockmanpm.com/?p=original/rockman10

Bigger scan~ (http://www.rockmanpm.com/i/original/rockman10/NP250_DLmega.jpg)

 :| thanks  -_-
Title: Re: MegaMan 10 - More Playable Blues
Post by: Alice in Entropy on December 10, 2009, 10:32:30 PM
God damnit if they make a Chill Man/Woman I'm gonna be simultaneously pissed and delighted.

I'm not as excited about this as most people, but hey, woot and huzzah and whatnot.

I want to hug Sheep Man.
Title: Re: MegaMan 10 - More Playable Blues
Post by: KudosForce on December 10, 2009, 11:18:28 PM
NO, They cant make Volcano Man, I did Create Volcano Woman!!!!!!!!!!!

I thought she was called Kahuna Woman? o-O

On a side note, here's the Wiki definition of "Kahuna": http://en.wikipedia.org/wiki/Kahuna (http://en.wikipedia.org/wiki/Kahuna)
Title: Re: MegaMan 10 - More Playable Blues
Post by: DjKlzonez on December 10, 2009, 11:57:24 PM
i think the plot would go something like this:
That robotenza was made by Dr. Wily while he was missing to take over the world (as always) using the infected robots, roll gets sick, blah blah blah, wily has the vaccine, megaman has to help Dr. light to create a vaccine, the 8 RM have parts of the machine, you beat them, Wily appears, he steals the vaccine light made, Megaman has to get it back (wily fortress starts here), you clear the castle and defeat wily, he apologizes, wily destroys the castle, you recover the vaccine, the end.

i don't know if the alt. characters will have separate storylines, also, the maverick virus was created by dr. cain while triyng to create reploids and having a mistake in the process...

or so i heard 8D

-EDIT-
i got inspired by sheepman and i tried to sprite him:
(http://i46.tinypic.com/wlqhr7.png) i think Capcom will do it 999% better
Title: Re: MegaMan 10 - More Playable Blues
Post by: The Great Gonzo on December 11, 2009, 12:09:25 AM
I've been wondering about the story.

* If Wily isn't responsible (har har): He's taking advantage of the chaos. His robots are fine, but come down with Robotenza when it's rematch time.

* If he is: He vaccinated his robots, and Mega has to beat the vaccine out of him.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Acid on December 11, 2009, 12:10:27 AM
Wily will use the ominous virus as a base to build Zero on!

OMG!
Title: Re: MegaMan 10 - More Playable Blues
Post by: Blackhook on December 11, 2009, 06:53:43 AM
So we are slowly leading to MMX I see
Title: Re: MegaMan 10 - More Playable Blues
Post by: Flame on December 11, 2009, 10:13:45 AM
Ugh. I really hate that idea of 10 leading into the X series with the virus. We all know it will never happen.

Anyway, yknow, its funny, but Protman's head in the cover art, makes me think of Zedd.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Galappan on December 11, 2009, 12:50:16 PM
LOL...Megaman 10 is a pun for Megaman X connection.

Robotenza Virus - Maverick Virus
Sheep Man - Animal Themed Maverick Bosses
3 Playable Characters - X, Zero & Axl

With Sheep Man, I'm thinking that Megaman 10 RM's will be based on Chinese Astrology Animals.  >w<

I'm also wondering how the Title Screen will look like.  8D  
Title: Re: MegaMan 10 - More Playable Blues
Post by: Acid on December 11, 2009, 12:52:49 PM
With Sheep Man, I'm thinking that Megaman 10 RM's will be based on Chinese Astrology Animals.  >w<

Oh but that means we get more than 8 robot masters.

(I'd actually like that)
Title: Re: MegaMan 10 - More Playable Blues
Post by: Blackhook on December 11, 2009, 02:52:46 PM
Has anyone noticed the robots on the coverart Rock and Blueas are fighting?  One of them could be clearly Sheep Man. Could the other robots be nods to the RM´s of the game?
Title: Re: MegaMan 10 - More Playable Blues
Post by: Acid on December 11, 2009, 02:55:12 PM
Looks like Mega Man and Protoman are standing on the head of a big mechanic spider.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Solar on December 11, 2009, 03:37:07 PM
Oh but that means we get more than 8 robot masters.

(I'd actually like that)

8 robot masters and 4 fortress bosses?
Title: Re: MegaMan 10 - More Playable Blues
Post by: borockman on December 11, 2009, 03:42:44 PM
12 RM right from the start? that would made figuring a weakness circle much harder! genius!
Title: Re: MegaMan 10 - More Playable Blues
Post by: Acid on December 11, 2009, 11:53:09 PM
This is now the official Mega Man 10 thread, the announcement got locked.

And I will give everyone a 3 day ban who derails this thread into the same direction as the previous one. This is your only warning.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Flame on December 11, 2009, 11:58:28 PM
Hmm... on Robot masters; Sicne the popular idea seems to be that 10 is a pun on X, what with robot animals and robot viruses and stuff, It would be interesting indeed if the other RM's are animal based or themed as well.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Acid on December 11, 2009, 11:59:15 PM
As amusing as that would be... I think Sheepman will be the only animal RM in MM10. And he isn't even the first. That was Snakeman.
Title: Re: MegaMan 10 - More Playable Blues
Post by: The Great Gonzo on December 12, 2009, 12:00:28 AM
I'm hoping there's at least one Robot Mistress in MM10; Splashwoman presented some interesting directions that the ladies could go in terms of design.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Jericho on December 12, 2009, 12:01:39 AM
I'm hoping there's at least one Robot Mistress in MM10; Splashwoman presented some interesting directions that the ladies could go in terms of design.

I agree with this. 8)
Title: Re: MegaMan 10 - More Playable Blues
Post by: Alice in Entropy on December 12, 2009, 12:03:17 AM
I'm tempted to doodle my own idea for a new protagonist just for the haha.

Though, honestly, the protagonists never mattered much to me. My favourite parts of the games - for better or worse - are the bosses.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Irgendein on December 12, 2009, 12:05:17 AM
On the subject of Robot Masters: If there's another female RM, I'd like her to be the hardest of the bunch, or at the very least, not take 2 damage per shot
Title: Re: MegaMan 10 - More Playable Blues
Post by: Acid on December 12, 2009, 12:06:04 AM
I want a new Metal Blade.

Death in 8 directions.
Title: Re: MegaMan 10 - More Playable Blues
Post by: The Great Gonzo on December 12, 2009, 12:07:13 AM
On the subject of Robot Masters: If there's another female RM, I'd like her to be the hardest of the bunch, or at the very least, not take 2 damage per shot

Agreed. And I hope Capcom doesn't give her gigantic missile bays, if you catch my drift.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Gaia on December 12, 2009, 12:13:33 AM
As amusing as that would be... I think Sheepman will be the only animal RM in MM10. And he isn't even the first. That was Snakeman.

Since someone wanted a Sheer Man, why maybe have a Sheer WOMAN instead?  :D
Title: Re: MegaMan 10 - More Playable Blues
Post by: CephiYumi on December 12, 2009, 12:18:04 AM
Since someone wanted a Sheer Man, why maybe have a Sheer WOMAN instead?  :D

Because people will want to make jokes about Sheer Mans sheer manliness o.o
Title: Re: MegaMan 10 - More Playable Blues
Post by: Flame on December 12, 2009, 12:20:09 AM
Because people will want to make jokes about Sheer Mans sheer manliness o.o
badum-kssh!

I lol'd, Cephi. XD
Title: Re: MegaMan 10 - More Playable Blues
Post by: Satoryu on December 12, 2009, 12:20:43 AM
Yeah, there's no way MM10 won't have at least one female RM. Although, I don't think they'll put in more than 1, either. Just a hunch.

And I imagine the weakness circle will make no sense. Sheep Man will end up being weak to the ice weapon or something.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Jericho on December 12, 2009, 12:21:03 AM
Agreed. And I hope Capcom doesn't give her gigantic missile bays, if you catch my drift.

I don't think they would though. Looking at Splash Woman, they really managed to make a great design & tasteful robot mistress.
Title: Re: MegaMan 10 - More Playable Blues
Post by: VixyNyan on December 12, 2009, 12:24:11 AM
I like Splash Woman. O^O
Title: Re: MegaMan 10 - More Playable Blues
Post by: Align on December 12, 2009, 12:43:44 AM
I want a new Metal Blade.

Death in 8 directions.
how about an instant-death ray (a la Quickman-stage-lasers) that fires in any direction but only has 3 shots per full ammo bar
Title: Re: MegaMan 10 - More Playable Blues
Post by: Acid on December 12, 2009, 12:45:10 AM
Sounds cool.

Where can I buy one?
Title: Re: MegaMan 10 - More Playable Blues
Post by: Pringer X on December 12, 2009, 12:50:54 AM
Well, once I get some cash I'll put some points into my Wii account and get to work on the damage chart once it comes out.

I just pray that the differences between Mega and Proto aren't that big, and that the weapons don't do different things for them ala X and Zero (it'd be even worse with Bass if he actually is a legit confirmed DLC). I do have to say though, I love the 'box art' and how Mega Man is doing an awesome shout and shooting upwards and doing a side headshot to some random enemy XD
Title: Re: MegaMan 10 - More Playable Blues
Post by: The Great Gonzo on December 12, 2009, 12:52:29 AM
Sounds cool.

Where can I buy one?

From Rayman, the RM whose weapon was so powerful and contained so much pimp per square inch that his limbs had to be removed. 8D


I'm curious as to if MM10 will give some .EXE-exclusive characters RM counterparts.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Acid on December 12, 2009, 12:55:12 AM
I'm curious as to if MM10 will give some .EXE-exclusive characters RM counterparts.

Oh damn I forgot all about those.

Now with Laser Man Align's idea doesn't seem so far off!
Title: Re: MegaMan 10 - More Playable Blues
Post by: HokutoNoBen on December 12, 2009, 12:57:08 AM
I just pray that the differences between Mega and Proto aren't that big, and that the weapons don't do different things for them ala X and Zero (it'd be even worse with Bass if he actually is a legit confirmed DLC).

Why would you actually desire that?

To me, the point of having 2+ characters, is to make for as many different playstyles. Rock could do more to play as he did MM5-6, while Blues could get something more original, thus making his appearance worthwhile beyond just having be a palette swap of Rock.

In other words, it only does more to give free replay value, as you'll have reason to go through the game at least twice over. Again, why say no to that?
Title: Re: MegaMan 10 - More Playable Blues
Post by: Pringer X on December 12, 2009, 01:02:44 AM
Why would you actually desire that?

To me, the point of having 2+ characters, is to make for as many different playstyles. Rock could do more to play as he did MM5-6, while Blues could get something more original, thus making his appearance worthwhile beyond just having be a palette swap of Rock.

In other words, it only does more to give free replay value, as you'll have reason to go through the game at least twice over. Again, why say no to that?

True :\ At the same time, my life is almost the definition of irony, so if I hope for one thing, I'll get the exact opposite, and in this case, it's really a damned situation in one way; it'd be more fun if the weapons were different, but it'd be annoying to get the exact damage things. Then again, all people REALLY care about are the weakness weapons, so I guess it was moot in the first place :\
Title: Re: MegaMan 10 - More Playable Blues
Post by: Blu Cup on December 12, 2009, 03:16:14 AM
Hmm... on Robot masters; Sicne the popular idea seems to be that 10 is a pun on X, what with robot animals and robot viruses and stuff, It would be interesting indeed if the other RM's are animal based or themed as well.

Mm, FoxyWoman.  8D

No, no. I'd like that WAY too much.
Title: Re: MegaMan 10 - More Playable Blues
Post by: DjKlzonez on December 12, 2009, 03:29:30 AM
COMMANDOMAN!
(http://www.themmnetwork.com/wp-content/uploads/2009/12/MM10page4.jpg)
Also, no female RMs this time  O:<
Title: Re: MegaMan 10 - More Playable Blues
Post by: The Great Gonzo on December 12, 2009, 03:32:37 AM
Also, no female RMs this time  O:<

...what was wrong with Splashy?
Title: Re: MegaMan 10 - More Playable Blues
Post by: DjKlzonez on December 12, 2009, 03:35:59 AM
...what was wrong with Splashy?
no, i'm angry because there aren't any in RM10
Title: Re: MegaMan 10 - More Playable Blues
Post by: The Great Gonzo on December 12, 2009, 03:38:36 AM
We don't know that right now, though.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Da Dood on December 12, 2009, 03:56:05 AM
(http://img42.imageshack.us/img42/1850/commandoman.jpg)

Apparently the Yashichi is back too.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Flame on December 12, 2009, 03:57:07 AM
Apparently the Yashichi is back too.
Bout F*cking time.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Gaia on December 12, 2009, 03:58:29 AM
Also, no female RMs this time  O:<

This could pretty much upset anyone who has a "commandoman" or be praised.  This makes two revealed now, for now I have the genderbendin' pleasure of Commandoman.. hehe..  [eyebrow]
Title: Re: MegaMan 10 - More Playable Blues
Post by: KudosForce on December 12, 2009, 03:59:19 AM
Now we're talking! This one looks to be strong.
Title: Re: MegaMan 10 - More Playable Blues
Post by: The Great Gonzo on December 12, 2009, 04:00:56 AM
All right. :D

How many RMs are in that article, anyway? Just the two?
Title: Re: MegaMan 10 - More Playable Blues
Post by: Da Dood on December 12, 2009, 04:02:37 AM
I got that image here (http://www.themmnetwork.com/2009/12/11/meet-a-robot-master-commando-man/).

They say there's going to be a sports-themed level, a sewer and a ton of features back from MM9 like leaderboards and the shop.

They also say there won't be a female Robot Master.

EDIT: LOL, and the game will be out next March. Just the most important bit I forgot!
Title: Re: MegaMan 10 - More Playable Blues
Post by: Galappan on December 12, 2009, 04:03:23 AM
(http://img42.imageshack.us/img42/1850/commandoman.jpg)

Apparently the Yashichi is back too.
:o

My Chinese Astrology Animal dream had been crash...>.>

Title: Re: MegaMan 10 - More Playable Blues
Post by: The Great Gonzo on December 12, 2009, 04:07:18 AM
Quote
They also say there won't be a female Robot Master.

Damn.

Oh well, at least Commandoman's interesting.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Flame on December 12, 2009, 04:09:09 AM
Lol... Commandoman... Captain Commando reference maybe?
Title: Re: MegaMan 10 - More Playable Blues
Post by: Galappan on December 12, 2009, 04:12:21 AM
Quote
while a stadium features foes of different sports, including baseball-throwing robots and soccer ball platforms that rise when shot, plus a soccer goal mid-boss who acts as its own goalie.
Sports Man? Steroid man? Hyper Man?
Title: Re: MegaMan 10 - More Playable Blues
Post by: VixyNyan on December 12, 2009, 04:14:06 AM
Yay! March~ o^v^o </wii>
Title: Re: MegaMan 10 - More Playable Blues
Post by: Gaia on December 12, 2009, 04:17:11 AM
Sports Man? Steroid man? Hyper Man?

Hmm, remember GRIDman? I knew capcom would do something sneaky like this.  XD
Title: Re: MegaMan 10 - More Playable Blues
Post by: Gauntlet101010 on December 12, 2009, 04:21:29 AM
It'd be nice if the new RMs were classic versions of the EXE ones.  But I won't hold my breath...

Commandoman immediately reminded me a Sparkman.  What a funky color too ... but I guess green is an army color.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Irgendein on December 12, 2009, 04:25:11 AM
I can get over the name Hard Man or Wood Man, but Commando Man?! Sheesh, ah well, that's just me being immature. I like his design anyways.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Galappan on December 12, 2009, 04:25:35 AM
Hmm, remember GRIDman? I knew capcom would do something sneaky like this.  XD
From EXE?  -_-

Quote
Expect a new ice-themed boss who dominates a glacier stage. It’s filled with snowmen with exploding heads and ice blocks which break if shot or touched.
Polar Man!

With Commando Man. I like color green. But plz I don't want another Homing Weapon. >.> I prefer Ground Strike!
Title: Re: MegaMan 10 - More Playable Blues
Post by: Hypershell on December 12, 2009, 04:30:15 AM
-Stock up on items in the shop "just as in Mega Man 9"
-achievements
-online ranking
-no charge/slide for Rock
-no female RM
-more DLC milking

Well, so much for Inti learning from what they [tornado fang]'d up in 9.  Oh well, I know I'll buy it and love it anyway.  It's just a matter of whether or not it'll dethrone 2 and 3.  9 came nowhere close and it doesn't look like 10 will either.  Then again, if they can at least give the helicopter claws the boot, that'll definitely count for something.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Solar on December 12, 2009, 04:39:44 AM
They also say there won't be a female Robot Master.

(http://diz.es/s05/wp-content/uploads/2009/07/darth_vader_nooo1.jpg)
Title: Re: MegaMan 10 - More Playable Blues
Post by: geekgo4 on December 12, 2009, 04:47:06 AM
(http://diz.es/s05/wp-content/uploads/2009/07/darth_vader_nooo1.jpg)
Don't worry. MegaPhilX's fan game still hs CometWoman.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Turian on December 12, 2009, 04:47:35 AM
To me, Mega Man 9 is the best MM game I have ever played. To ME. I hope 10 beats it.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Police Girl on December 12, 2009, 04:54:09 AM
-Stock up on items in the shop "just as in Mega Man 9"
-achievements
-online ranking
-no charge/slide for Rock
-no female RM
-more DLC milking

Well, so much for Inti learning from what they [tornado fang]'d up in 9.  Oh well, I know I'll buy it and love it anyway.  It's just a matter of whether or not it'll dethrone 2 and 3.  9 came nowhere close and it doesn't look like 10 will either.  Then again, if they can at least give the helicopter claws the boot, that'll definitely count for something.

The Helmetless Option better be improved, no more dying gives you your helmet back Bullshit, there was no point to buying your helmet back!
Title: Re: MegaMan 10 - More Playable Blues
Post by: HokutoNoBen on December 12, 2009, 04:55:19 AM
ANOTHER game in March?!  As if that month wasn't packed enough for me already~! 8D

Ah well.... *adds another one to the list*
Title: Re: MegaMan 10 - More Playable Blues
Post by: Solar on December 12, 2009, 05:09:29 AM
Well, so much for Inti learning from what they [tornado fang]'d up in 9.

Besides the DLC milking, where's the indication of that?
Title: Re: MegaMan 10 - More Playable Blues
Post by: borockman on December 12, 2009, 05:39:51 AM
What! no woman?! why Inafking WHY! 
and lol Commando man? perfect for killing unsuspecting sheep.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Flame on December 12, 2009, 05:46:05 AM
I dont see why no female RM is such a big deal.
Title: Re: MegaMan 10 - More Playable Blues
Post by: borockman on December 12, 2009, 05:55:21 AM
I should've put a smiley after that.

I don't really mind all guy RM. But well, after Splash woman you kinda expect they'll put more ladies RM.

She's lonely!  8B
Title: Re: MegaMan 10 - More Playable Blues
Post by: Blaze Yeager on December 12, 2009, 05:55:54 AM
I just jizzed mahself.....CAPCOM NEEDS TO ADD BASS!
Title: Re: MegaMan 10 - More Playable Blues
Post by: Protoman Blues on December 12, 2009, 05:58:37 AM
Haha, CommandoMan.  [tornado fang]ing awesome!
Title: Re: MegaMan 10 - More Playable Blues
Post by: kosmos on December 12, 2009, 06:50:06 AM
Nice, I hope we can get the interview too, Commando Man looks a lot like Search Man.exe. So far the boss design is ok but I expect something better for the remaining bosses. >0<
Title: Re: MegaMan 10 - More Playable Blues
Post by: Satoryu on December 12, 2009, 07:51:10 AM
Well, I stand corrected. The absense of a Robot Mistress this time around is surprising, but hey, we went through 9 other games without a chick to beat up. We can get through another one.

I really like Commando Man. He looks really nice, and if the description isn't just fluff, he sounds like he can do some impressive stuff too. I'm imagining Napalm Man on steroids.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Rad Lionheart on December 12, 2009, 07:55:22 AM
I'll draw Commando Man tomorrow, head hurts too much tonight to do so.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Blackhook on December 12, 2009, 09:09:15 AM
I'll draw Commando Man tomorrow, head hurts too much tonight to do so.
Will you draw him going commando in public?
Title: Re: MegaMan 10 - More Playable Blues
Post by: The Drunken Dishwasher on December 12, 2009, 09:19:49 AM
Shame MM10 can't be released on the 10th day of the 10th month.  So it can be 10/10/10.  Ah well~

2010 is still [tornado fang]ing awesome to me~
Title: Re: MegaMan 10 - More Playable Blues
Post by: Rad Lionheart on December 12, 2009, 09:31:52 AM
Will you draw him going commando in public?
Not the first time, maybe some other time.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Alice in Entropy on December 12, 2009, 11:59:08 AM
Ohgodohgodohgodohgod.

I just saw Commando Man and a little bit of me cried manly tears of joy.

If the rest of the Masters appeal to me as much as these two, I'm snapping this game up immediately.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Acid on December 12, 2009, 01:00:01 PM
2010 is the new 1998.
Title: Re: MegaMan 10 - More Playable Blues
Post by: KudosForce on December 12, 2009, 01:11:57 PM
No female robot masters? Tch. That figures. Well, this proves Inafking believes in equal opportunity (which is good  owob), while the rest of the team are macho. :P It doesn't help that the first one we got didn't have any legs and was more vulnerable. X(

Then again, back when Classic MM games were made, Ninty wouldn't have allowed us to hurt any robot mistresses. :\ Just as well, I suppose. Better luck next time, right?

On the bright side, we've always got MPX's Comet Woman, SpeedReemix's Plasma Woman and Gatuca's line-up, which will do more than compensate for the lack of any mistresses. [eyebrow]

That said, I'm still intrigued as to what kind of RMs we'll get this time. Also, the Yashichi. I never thought that I'd get to see that old friend again. 8)

Sports Man? Steroid man? Hyper Man?

Hockey Man.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Da Dood on December 12, 2009, 01:25:02 PM
I'm kinda worried about the arsenal, because really, it'll be freaking hard to top MM9's.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Acid on December 12, 2009, 01:31:02 PM
They'll just copy the arsenal of MM9 and make it look differently.
Title: Re: MegaMan 10 - More Playable Blues
Post by: KudosForce on December 12, 2009, 02:26:17 PM
I just stumbled across this article, which shows in-game screenshots of Commando Man in action:

http://protodudesrockmancorner.blogspot.com/2009/12/new-mega-man-10-robot-master-revealed.html (http://protodudesrockmancorner.blogspot.com/2009/12/new-mega-man-10-robot-master-revealed.html)
Title: Re: MegaMan 10 - More Playable Blues
Post by: Skaarg on December 12, 2009, 02:38:35 PM
Sweet my prediction is becoming even more true. On like page 16 of the thread in the announcement forum I predicted March 7th. =P
Title: Re: MegaMan 10 - More Playable Blues
Post by: Acid on December 12, 2009, 02:52:58 PM
Make more predictions!
Title: Re: MegaMan 10 - More Playable Blues
Post by: Zan on December 12, 2009, 02:53:51 PM
Quote
Well, so much for Inti learning from what they [tornado fang]'d up in 9.

I think that's a very premature conclusion. After all, we do not know the exact details of these features. The shop could be the exact same, or completely different. And though I'd rather have no DLC at all, we also do not know what this will include this time around.

Things like achievements and online ranking were never detrimental to the game, they only provoked replay value from those interested in it. If you don't like them, just ignore it.

In terms of sliding/charging, I don't consider their lack any different quality wise than their presence. At the least for those that want those abilities, Blues is now said to be included from the get go. And if the rumors are true, Forte should certainly offer something new in this department as well.

As for not including a female boss robot, all the more power to them for not following the hype they themselves created with R9.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Sapphire✧9 on December 12, 2009, 02:58:57 PM
I want to be first to rip sprites when it comes out :P
Title: Re: MegaMan 10 - More Playable Blues
Post by: Hypershell on December 12, 2009, 04:29:36 PM
I think that's a very premature conclusion. After all, we do not know the exact details of these features. The shop could be the exact same, or completely different.
Well, the quotes were from MMN.  The comments followed the yashichi (a healing item) shpiel.  Yes, it's all second-hand, I haven't read the NP article for myself yet, but it just sounds too suspicious to me.  If they're selling E-Tanks again, they're doing it wrong.  That simple.

Quote
Things like achievements and online ranking were never detrimental to the game, they only provoked replay value from those interested in it. If you don't like them, just ignore it.
Achievements, true, although they are annoying to completists who don't like to be told what play styles are and aren't praise-worthy, but that's all.

Leaderboards, at least the way 9 handled them, are a bit different for those of us who pick the game up at release.  Top 10 worldwide is a pretty unrealistic goal, but the more insane among us will try for our fifteen minutes of fame.  The fact that the game rubs your completion time in your face at the end of every play through doesn't help any.  The focus turns to physics-exploiting your way through the game rather than enjoying it, seeings how never before has MegaMan been about speed-running and a great deal of it revolves around pause screen manipulation (a specific time-attack mode is one thing, but this should not be going on in the game's default mode).  This continues until eventually, someone scores an insane enough time (probably through hacking, case in point (http://wiird.l0nk.org/forum/index.php/topic,3175.15.html)) that the rest of us no longer care.

The fact that the leaderboards ignore Hero/Superhero/ProtoMan modes is comforting, but their release was delayed too long so you still had to put up with Normal while you waited.  As a matter of focus, the default game mode should not be ranking you based on clear time, especially not clear time alone.  Time Attack, a separate mode devoted to it specifically, works just fine.

Quote
In terms of sliding/charging, I don't consider their lack any different quality wise than their presence.
When auto-spawning enemies very nearly match your walking speed, I disagree.  Sliding was a way to move quickly.  MM9's flower pot missiles made me miss it a LOT.  ProtoMan is some consolation, but the fact that you get the tradeoff of double damage/knockback is far from appealing.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Align on December 12, 2009, 05:34:08 PM
Lol... Commandoman... Captain Commando reference maybe?
Commando is a real word...
-Stock up on items in the shop "just as in Mega Man 9"
-no charge/slide for Rock
-more DLC milking
God damn it. If there's no samescreen coop I think I'll skip this one.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Dr. Wily II on December 12, 2009, 06:11:59 PM
I don't care.
I'm on Cloud 9. Best news I've heard all week. *o*
Title: Re: MegaMan 10 - More Playable Blues
Post by: Turian on December 12, 2009, 07:12:52 PM
Also, the Yashichi. I never thought that I'd get to see that old friend again. 8)

Not picking on you here, just using your post as an example.
Everyone knows the yashichi was in mm8 right?
Title: Re: MegaMan 10 - More Playable Blues
Post by: Satoryu on December 12, 2009, 07:25:46 PM
It was an actual item? I don't remember that.

Shelly: You do know the Top 10 is a Wii-only thing, right? On XBLA and PSN, they track everything and everyone.

And while Mega Man wasn't about speedrunning, it's become very popular to do. Including the time attack whatnot was a pretty smart move to satisfy that part of the fanbase.

However, I'm confused by what you mean "physics abuse." I guess you're talking about the pause screen cancelling, but that's not physics. That's more of a game design thing. The closest thing MM9 has to physics abuse is Concrete Zipping, and those only save about .15 seconds each.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Sapphire✧9 on December 12, 2009, 07:30:42 PM
It was an actual item? I don't remember that.

Rush Charger  ~w~
Title: Re: MegaMan 10 - More Playable Blues
Post by: Satoryu on December 12, 2009, 07:50:31 PM
Oh. I never really used the Rush stuff too much aside from Cycle. Never really needed it.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Protoman Blues on December 12, 2009, 08:32:51 PM
Even though there are no Female RM's, thanx to the internet they eventually will be anyway!  XD
Title: Re: MegaMan 10 - More Playable Blues
Post by: Hypershell on December 12, 2009, 08:36:27 PM
Shelly: You do know the Top 10 is a Wii-only thing, right? On XBLA and PSN, they track everything and everyone
You speak as if I own a 360 or PS3.

Still stupid to make that the game's default mode.  No matter how popular speedrunning gets, MegaMan is about blowing stuff up.  When the game attempts to rank you and yet ignores that, there's a problem.  As I said, a Time Attack mode is a different story, since it exists specifically for that purpose.  My gripe is with clear time goals being the default mode.

Quote
I guess you're talking about the pause screen cancelling, but that's not physics. That's more of a game design thing.
Call it what you like.  Physics can apply to literally anything.

"Canceling" is an exploit in my book.  Even though I am well aware that the pause screen cancel is a MegaMan staple,  it's just annoying to see the game designed so that you have to depend on it.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Satoryu on December 12, 2009, 08:48:29 PM
No one ever said you HAD to pause cancel. If you want to play the game fast, then it's a must. But if you're just playing casually and taking your time, you never have to do it. If you want to pause and leave that BHB on screen, just open the Challenge list or press Home.

And I totally disagree with speedrunning being the game's goal. Just because the game gives you your time at the end, you're supposed to get the lowest time? No way. Plenty of games keep track of your time, and aren't really prime for speedrunning. Take RPGs for example. Though it can and has been done, I doubt you're playing them for time. Hell, I don't think the majority of people really give a damn about their times in MM9, anyway. They'd be happy just to beat the game.

They don't show the time at the end to show you what to improve. It's just there as a convenience, if you're curious how long it took you to beat the game. It's nothing new to Mega Man, either. X5 and X6 showed you at the end, and X7 and X8 allowed you to save a final save with your clear time visible.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Protoman Blues on December 12, 2009, 08:50:27 PM
Admit it, Sato.  It totally makes you feel like more of a man, dare I say, a MEGA-MAN, to be in the Top 10 Speedrunners list!   8D
Title: Re: MegaMan 10 - More Playable Blues
Post by: Satoryu on December 12, 2009, 08:52:11 PM
Absolutely.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Hypershell on December 12, 2009, 08:52:44 PM
I know, I used to be there.  Vix lasted longer than I did, of course, but still.

No one ever said you HAD to pause cancel.
The game by default ranks you on clear time.  You get the best clear time by pause canceling.

Quote
Take RPGs for example.
RPGs do not post that time on a leaderboard, nor does any MegaMan game you mentioned.  In those instances it is a simple matter of record, not competition.  There's a difference.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Acid on December 12, 2009, 08:54:57 PM
I'll start a new game on MM10 and max out the timer.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Satoryu on December 12, 2009, 08:57:01 PM
The game by default ranks you on clear time.  You get the best clear time by pause canceling.

Well who said you HAVE to get the best time?

It's only a goal if you make it a goal. You know, like people say they haven't beaten a game until they've beaten it on the hardest difficulty without dying and using only default equipment. Blindfolded.

Or better yet, take rank for example. Tons of games track ranking nowadays. But very rarely have I ever felt compelled to get the best rank in a game. The only example I can think of is getting all As in Sonic Adventure 2. Everything else? DMC, MMZ, and all that? I don't give a [parasitic bomb].
Title: Re: MegaMan 10 - More Playable Blues
Post by: Hypershell on December 12, 2009, 09:03:43 PM
ranking
You are preaching to the choir.

Well who said you HAVE to get the best time?
leaderboard
Title: Re: MegaMan 10 - More Playable Blues
Post by: Satoryu on December 12, 2009, 09:14:02 PM
Well that's a big contradiction right there, I hope you know. So this argument is now dead.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Hypershell on December 12, 2009, 09:33:09 PM
Replace "time" with "rank" in my response two posts ago and paste it here.

You're ignoring where the game was deliberately designed to create a competition, and I'm getting a little tired of having to reiterate the obvious.  A stat for your own records and a stat automatically loaded onto web servers for the sole purpose of competing against other players are not the same thing.  Your solution is to treat the latter as if it is the former.  I'm not satisfied with that.  If you were not connected to the internet, you'd have a point.  But then you wouldn't be playing MM9 to begin with.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Acid on December 12, 2009, 09:46:26 PM
Why not quit your connection while you're playing?
Title: Re: MegaMan 10 - More Playable Blues
Post by: Hypershell on December 12, 2009, 09:52:29 PM
For starters because my router is always on.
Besides, there's no difference between that and just pretending it's something else, except you're giving yourself a chore for your own reassurance.  It's a matter of developer intent, and where their focus is.  What challenges the game itself is presenting you with, and whether in doing so they are building or detracting from the experience.

Again, I'm referring to Normal Mode when I say this.  Time Attack exists for that specific purpose and is thus exempt to any question of focus.  Hero, Superhero, and ProtoMan are not applicable to the leaderboards, which is comforting.  But none of them were available on release day, much less the core package.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Protoman Blues on December 12, 2009, 09:54:13 PM
You're ignoring where the game was deliberately designed to create a competition, and I'm getting a little tired of having to reiterate the obvious.  A stat for your own records and a stat automatically loaded onto web servers for the sole purpose of competing against other players are not the same thing.  Your solution is to treat the latter as if it is the former.  I'm not satisfied with that.  If you were not connected to the internet, you'd have a point.  But then you wouldn't be playing MM9 to begin with.

So if I'm understanding you correctly, your grip with MM9's ranking system is that the developers made it where it posts your ranks on an online board so all can see either how good you are or how much you suck, and thus making it an automatic competition for everyone who plays the game with their online connection turned on?
Title: Re: MegaMan 10 - More Playable Blues
Post by: Turian on December 12, 2009, 09:55:26 PM
I felt awesome that I placed in the top 50 on xbox live. On the other hand I too ish that the game had kept track of more than just the time.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Hypershell on December 12, 2009, 09:58:05 PM
So if I'm understanding you correctly, your grip with MM9's ranking system is that the developers made it where it posts your ranks on an online board so all can see either how good you are or how much you suck, and thus making it an automatic competition for everyone who plays the game with their online connection turned on?
Turian nailed it.  It feels great when you make it.  I know, I was there.  But there's more to MegaMan than clear time.  If you're going to rank players based on that alone, keep it in Time Attack.  Not the game's default.

It's a minor complaint compared to the game's shop system and blindsided traps, but one which fellow forum-goers seem driven to harp on, hence the unnecessarily long discussion.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Acid on December 12, 2009, 10:00:29 PM
No, honestly the best way to deal with this situation is to not give a [tornado fang] about your time and reputation. People won't even notice you unless you're in the top ten.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Protoman Blues on December 12, 2009, 10:00:53 PM
Turian nailed it.  It feels great when you make it.  I know, I was there.  But there's more to MegaMan than clear time.  If you're going to rank players based on that alone, keep it in Time Attack.  Not the game's default.

But don't they have the other challenges for more than just clear time?  Or are they not posted on the online boards?  (I'm not sure as I never really looked)
Title: Re: MegaMan 10 - More Playable Blues
Post by: Irgendein on December 12, 2009, 10:01:56 PM
No, honestly the best way to deal with this situation is to not give a [tornado fang] about your time and reputation. People won't even notice you unless you're in the top ten.
Thank you, Acid.

Seriously, it's just a leaderboard, it's not like you get anything special for having the best time.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Jericho on December 12, 2009, 10:02:39 PM
Hypes, sorry I'm just not feeling this complaint at all. Does this mean that I as someone who doesn't speedrun should complain that Metroids shouldn't have a final clock counter at the end of the game since it encourages speedrunning through the game?

The counter is a convenience and the leaderboard is there to give you a look at how other folks are playing the game and what their ranks are like. If you decide to play it and shoot for those insane times, fine, nothing's wrong with that. If you're playing it to see the ending and say I beat it, fine, there's no argument to be made since you've just beaten the game.

What da problem is? [/Martin]
Title: Re: MegaMan 10 - More Playable Blues
Post by: Protoman Blues on December 12, 2009, 10:05:10 PM
No no, I think what Shell is saying is that if they are going to rank you on a leaderboard, that they should offer more than just your time.

...I think. 
Title: Re: MegaMan 10 - More Playable Blues
Post by: Jericho on December 12, 2009, 10:05:55 PM
So things like enemies destroyed, lives lost and the like?
Title: Re: MegaMan 10 - More Playable Blues
Post by: Reg on December 12, 2009, 10:07:14 PM
Ha ha, Commando Man looks freaking sweet! I've wanted to see the return of robot masters like him.

Gotta say, though, I am bummed that Mega Man won't be able to slide again.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Protoman Blues on December 12, 2009, 10:07:28 PM
My guess is something like all of the other challenges that were presented in MM9 (No Damage, Perfect Aim, Playable Blues, etc.).  Again, I'm not sure, but I don't think there were an online board for any of those rankings.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Alice in Entropy on December 12, 2009, 10:08:04 PM
I very, very scarcely compete for leaderboards or time. I play the game to complete it!

*Drops a two cent coin and saunters off*
Title: Re: MegaMan 10 - More Playable Blues
Post by: Acid on December 12, 2009, 10:12:12 PM
I'll try to get the last rank this time.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Protoman Blues on December 12, 2009, 10:14:01 PM
You know what would be really really awesome?  If, in MM10, they included a Stage Music Creator, or added it as a DLC. 
Title: Re: MegaMan 10 - More Playable Blues
Post by: Blaze Yeager on December 12, 2009, 10:15:28 PM
You know what would be really really awesome?  If, in MM10, they included a Stage Music Creator, or added it as a DLC. 
*Crosses Fingers* and with that a Stage Builder too.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Alice in Entropy on December 12, 2009, 10:17:06 PM
I'd really like a stage creator. Albeit one slightly less fiddly than Powered Up's stage creator.

It was probably only fiddly because it was my first time playing, and I had borrowed my friend's PSP and game.

EDIT: Damn, someone already said it.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Hypershell on December 12, 2009, 10:19:04 PM
Now THAT is how you add replay value. owob

No, honestly the best way to deal with this situation is to not give a [tornado fang] about your time and reputation. People won't even notice you unless you're in the top ten.
Given a long enough time after release, we all hit that point.  It's just frustrating for that initial month or so when you need something to do while you're waiting for the DLC.

This discussion is a snowball on a snow treadmill.  It goes nowhere and yet grows infinitely larger than it ever should have.  Most of what I would respond with I already said two pages ago (http://forum.rockmanpm.com/index.php?topic=3079.msg184417#msg184417), so I'll stop.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Protoman Blues on December 12, 2009, 10:22:03 PM
You never answered my questions you sonofabeach!   8)
Title: Re: MegaMan 10 - More Playable Blues
Post by: Hypershell on December 12, 2009, 10:23:34 PM
Fine.

But don't they have the other challenges for more than just clear time?  Or are they not posted on the online boards?  (I'm not sure as I never really looked)
There is no achievement for sexy shade-wearers, therefore you are denied your proper place at the top.

Happy now? 8)
Title: Re: MegaMan 10 - More Playable Blues
Post by: lizardcommando on December 12, 2009, 10:26:39 PM
I'd really like a stage creator. Albeit one slightly less fiddly than Powered Up's stage creator.

God yes! Please let this become a reality!
Title: Re: MegaMan 10 - More Playable Blues
Post by: Blaze Yeager on December 12, 2009, 10:30:40 PM
God yes! Please let this become a reality!
and hopefully a Character Creator so you can play with your own Character.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Hypershell on December 12, 2009, 10:33:17 PM
You know, considering how few frames are involved in NES movement, that's a pretty awesome idea.

Question is, do you want it to affect collision detection?  Or are we going to get people playing as an amazing shooting candy in order to be stealthy? 8D
Title: Re: MegaMan 10 - More Playable Blues
Post by: Acid on December 12, 2009, 10:35:19 PM
You know, considering how few frames are involved in NES movement, that's a pretty awesome idea.

Question is, do you want it to affect collision detection?  Or are we going to get people playing as an amazing shooting candy in order to be stealthy? 8D

A [ray splasher].
Title: Re: MegaMan 10 - More Playable Blues
Post by: Alice in Entropy on December 12, 2009, 10:40:37 PM
Aside from the amazing potential for tomfoolery, not to mention the possible limitations of the design allowances, I think a character creator would be great. If you could send all of your music/stage/character creations to friends or put them online, even better!
Title: Re: MegaMan 10 - More Playable Blues
Post by: Blaze Yeager on December 12, 2009, 10:43:44 PM
Aside from the amazing potential for tomfoolery, not to mention the possible limitations of the design allowances, I think a character creator would be great. If you could send all of your music/stage/character creations to friends or put them online, even better!
I'll ask S-Kill if He Can Talk to anyone on the Megaman 10 Team to Do this mode (it might be in it as a surprise DLC Idk)
Title: Re: MegaMan 10 - More Playable Blues
Post by: VixyNyan on December 12, 2009, 10:46:01 PM
The game is coming out in March. If they managed to add a Character Creator to the game in time, then it's wonderful.

If it doesn't show up in this game, then maybe Capcom might use the idea for any future game. Hope for the best~ :3
Title: Re: MegaMan 10 - More Playable Blues
Post by: Acid on December 13, 2009, 12:51:08 AM
The best part is that I have some free time in March. So I can watch livestreams like the Fist of the North Star!
Title: Re: MegaMan 10 - More Playable Blues
Post by: N-Mario on December 13, 2009, 01:41:26 AM
We only have March as the release date. But I wonder what day exactly in March it'll be. Wiiware games come out on Mondays in the US. Donno what days they come out in other regions. But whetever it comes out I'll be sure to do lot of broadcasting. I LOVE Mega Man! :D
Title: Re: MegaMan 10 - More Playable Blues
Post by: Waifu on December 13, 2009, 02:01:01 AM
Is this for real? IS RPM deceiving me?!  :o
Title: Re: MegaMan 10 - More Playable Blues
Post by: Acid on December 13, 2009, 02:29:15 AM
Is this for real? IS RPM deceiving me?!  :o

Nobody is deceiving you! I do indeed have some freetime in March!
Title: Re: MegaMan 10 - More Playable Blues
Post by: Dr. Wily II on December 13, 2009, 02:40:14 AM
Hooray for freetime!
Title: Re: MegaMan 10 - More Playable Blues
Post by: Protoman Blues on December 13, 2009, 04:22:04 AM
Fine.
There is no achievement for sexy shade-wearers, therefore you are denied your proper place at the top.

Happy now? 8)

See, was that so hard?  XD
Title: Re: MegaMan 10 - More Playable Blues
Post by: Flame on December 13, 2009, 04:32:00 AM
Just a small nag on the Yashichi in 8, it was not from Rush Charger, but from Mystery Rush. (if you got lucky, he would give you a life up, a Yashichi, or other health and WE ups I think. Otherwise he would pop up a blank projection, go to sleep or something.

Also, while im not too sure on that character creator, (what would be the guidlines? restrictions? surely you cant make your character into a small energy pellet!) But the stage creator WOULD be interesting.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Blaze Yeager on December 13, 2009, 04:47:05 AM
Just a small nag on the Yashichi in 8, it was not from Rush Charger, but from Mystery Rush. (if you got lucky, he would give you a life up, a Yashichi, or other health and WE ups I think. Otherwise he would pop up a blank projection, go to sleep or something.

Also, while im not too sure on that character creator, (what would be the guidlines? restrictions? surely you cant make your character into a small energy pellet!) But the stage creator WOULD be interesting.
ok my mom when i was young Nagged like a Parrot.....and she's still a fat Heifer  bVd
Title: Re: MegaMan 10 - More Playable Blues
Post by: Night on December 13, 2009, 04:53:54 AM
ok my mom when i was young Nagged like a Parrot.....and she's still a fat Heifer  bVd
8U
Title: Re: MegaMan 10 - More Playable Blues
Post by: Irgendein on December 13, 2009, 05:01:16 AM
ok my mom when i was young Nagged like a Parrot.....and she's still a fat Heifer  bVd
...what?!
Title: Re: MegaMan 10 - More Playable Blues
Post by: Flame on December 13, 2009, 05:43:07 AM
Wat.
also,
(http://i887.photobucket.com/albums/ac71/Flame-G102/Untitled-17.jpg)
lol
Title: Re: MegaMan 10 - More Playable Blues
Post by: Rad Lionheart on December 13, 2009, 05:54:16 AM
I did art of Commando Man, gotta wait for the next one to reveal itself.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Satoryu on December 13, 2009, 06:44:32 AM
But don't they have the other challenges for more than just clear time?  Or are they not posted on the online boards?  (I'm not sure as I never really looked)

Actually, you can view all the achievements people on the leaderboards have gotten. So unless you've gotten every achievement, Shelly, that's another hole in your argument.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Fragman on December 13, 2009, 09:48:29 AM
Huh.  I posted a slightly similar looking bot named Commando Man on one of my old art sites years ago.  Maybe just coincidence but I like to tell myself that someone at Capcom spotted it.
Title: Re: MegaMan 10 - More Playable Blues
Post by: KudosForce on December 13, 2009, 01:58:56 PM
The best part is that I have some free time in March. So I can watch livestreams like the Fist of the North Star!

Incidentally enough, I already watched the full series on the net.

All I need to do now is get the movie and wait for Discotek's release of the TV series. :D

That said, I wonder what the next robot master will look like. :\ I have a feeling that we'll get Baseball Man, for some reason...
Title: Re: MegaMan 10 - More Playable Blues
Post by: Alice in Entropy on December 13, 2009, 02:04:08 PM
RUGBY MAN.

I would actually be totally cool with that. My bet's on Soccer Man or Baseball Man, though.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Zan on December 13, 2009, 03:20:18 PM
FootMan/GridMan (http://images3.wikia.nocookie.net/megaman/images/thumb/9/9d/GridEXE.jpg/200px-GridEXE.jpg), obviously.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Hypershell on December 13, 2009, 06:27:29 PM
I think of a different thing when I hear Grid Man (http://en.wikipedia.org/wiki/Denkou_Choujin_Gridman).  And it would certainly work well with the computer stage...

Boy, now I REALLY want the whole sprite-your-own-hero shpiel. >w<

BTW, anyone besides me hoping that Rush Jet may be distributed based on which Robot Master is defeated and not how many?  Maybe even a stage item if need be.  I just don't see the point in leaving it mandatory that such an upgrade be off for the majority of every play.  It kinda kills the usual sense in stage order selection for me since there's nothing else to balance against the weapon cycle.

Actually, you can view all the achievements people on the leaderboards have gotten. So unless you've gotten every achievement, Shelly, that's another hole in your argument.
It does not impact your position in relation to other players and is thus irrelevant.

At this point you're not even arguing with me, you're arguing with PB's speculation (http://forum.rockmanpm.com/index.php?topic=3079.msg184600#msg184600).  Which I did not comment on in the interest of ending this line of discussion.

Sato, I tried to end this eight hours before you posted (http://forum.rockmanpm.com/index.php?topic=3079.msg184621#msg184621) and was gracious enough to do so without throwing in any "last word" debate.  I'm not arguing anything, I expressed a personal opinion, you're the one who insists on arguing with it.  You are nit-picking my views on what is to me a minor annoyance with the game's release that ceases to even impact anything once all DLC was made available, as I have already stated no fewer than three times in as many pages.

Let.  It.  Go.  The MM10 news thread already got closed because people got sick of watching someone criticize MM9's style.  I will not be baited into continuing that.  It is unproductive, annoying, boring, and in no way whatsoever merits the exceedingly low-quality debate that currently spans half the thread.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Turian on December 13, 2009, 06:41:04 PM
Would be cool if you could make commando man's armor fall off. Get it? :)
Title: Re: MegaMan 10 - More Playable Blues
Post by: Dexter Dexter on December 13, 2009, 07:24:41 PM
They also say there won't be a female Robot Master.

WHAT. BULLSHIT.
Eh, I'll live with that anyway. I MUST keep my 1700 Wii Points.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Zan on December 13, 2009, 07:30:46 PM
Quote
And it would certainly work well with the computer stage.

PulseMan.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Satoryu on December 13, 2009, 07:40:35 PM
Sato, I tried to end this eight hours before you posted (http://forum.rockmanpm.com/index.php?topic=3079.msg184621#msg184621) and was gracious enough to do so without throwing in any "last word" debate.

And I "ended" it an hour before that. (http://forum.rockmanpm.com/index.php?topic=3079.msg184569#msg184569)
Title: Re: MegaMan 10 - More Playable Blues
Post by: Blaze Yeager on December 13, 2009, 07:41:12 PM
Me Thinks two robots are named Foot(Ball) Man(Stadium/Soccerfield),& Cyber Man.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Satoryu on December 13, 2009, 07:57:41 PM
They're missing a golden opportunity if they don't call him Strike Man. I can't find any good pictures of him, though.

[spoiler]Strike Man's from You're Under Arrest, for those that don't know.[/spoiler]
Title: Re: MegaMan 10 - More Playable Blues
Post by: Dexter Dexter on December 13, 2009, 07:59:27 PM
Now I shall take my time machine and- MARCH-WARD AND UPWARD! *goes into time machine*
Title: Re: MegaMan 10 - More Playable Blues
Post by: KudosForce on December 13, 2009, 08:21:59 PM
They're missing a golden opportunity if they don't call him Strike Man. I can't find any good pictures of him, though.

[spoiler]Strike Man's from You're Under Arrest, for those that don't know.[/spoiler]

Wouldn't that attract a lawsuit? I mean, Sentai recently licensed YUA's second season, after all.

On the other hand, a part of me wants to see a robot master called "Destroy Man". >U<
Title: Re: MegaMan 10 - More Playable Blues
Post by: DjKlzonez on December 13, 2009, 09:46:40 PM
PulseMan.
-AC
(http://www.lacrampeauxdoigts.com/wp-content/uploads/2009/02/2009_02_14_pulseman_03.gif)
Title: Re: MegaMan 10 - More Playable Blues
Post by: Alice in Entropy on December 13, 2009, 10:02:51 PM
That was the joke...
Title: Re: MegaMan 10 - More Playable Blues
Post by: Satoryu on December 13, 2009, 10:26:05 PM
Wouldn't that attract a lawsuit? I mean, Sentai recently licensed YUA's second season, after all.

Capcom never had a problem with Ice Man and Aqua Man. And I think those two are worth more.

On the other hand, a part of me wants to see a robot master called "Destroy Man". >U<

That would be awesome.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Waifu on December 13, 2009, 10:27:48 PM
Would be cool if you could make commando man's armor fall off. Get it? :)

Going commando!!!!!
Title: Re: MegaMan 10 - More Playable Blues
Post by: Align on December 13, 2009, 10:30:06 PM
Well done, you spotted the joke.
Title: Re: MegaMan 10 - More Playable Blues
Post by: The Great Gonzo on December 13, 2009, 10:33:32 PM
Quote
"Destroy Man"

GET EQUIPPED WITH CROTCH LASER/SUPER BAT-NIPPLES


...hurf.
Title: Re: MegaMan 10 - More Playable Blues
Post by: DjKlzonez on December 13, 2009, 10:44:56 PM
Wait, it was a joke?!?!?!   :|
[spoiler]however, he would fit perfectly in a megaman game  8U [/spoiler]
Title: Re: MegaMan 10 - More Playable Blues
Post by: Solar on December 13, 2009, 10:46:51 PM
Capcom never had a problem with Ice Man and Aqua Man. And I think those two are worth more.

Spout Man
Title: Re: MegaMan 10 - More Playable Blues
Post by: The Great Gonzo on December 13, 2009, 10:54:58 PM
Spout Man

Localized by different people? I dunno. (He was Aquaman.EXE in an earlier game...EXE4, I think)

At least Iceman didn't become "Firnman". (Kinda hoping that's one of the new RMs)
Title: Re: MegaMan 10 - More Playable Blues
Post by: KudosForce on December 13, 2009, 11:28:07 PM
Capcom never had a problem with Ice Man and Aqua Man. And I think those two are worth more.

True. Though, Capcom ended up changing Aqua Man's name, for one of the Mega Man BN games.

Quote
That would be awesome.

Nice to see someone that agrees with me, rather. :D
Title: Re: MegaMan 10 - More Playable Blues
Post by: Dexter Dexter on December 13, 2009, 11:28:42 PM
You know what would be awesome? A RM named "Six-Million-Dollar Man", although the name is too long. 8D
Title: Re: MegaMan 10 - More Playable Blues
Post by: Acid on December 13, 2009, 11:29:24 PM
The joke is

[spoiler]He looks like a bankrobber[/spoiler]
Title: Re: MegaMan 10 - More Playable Blues
Post by: Dexter Dexter on December 13, 2009, 11:31:39 PM
More suggestions:
Muffin Man
Candy Man
Snow Man
...that's all I got. :\
Title: Re: MegaMan 10 - More Playable Blues
Post by: KudosForce on December 13, 2009, 11:41:02 PM
A few more:

Explosion Man
Chef Man
Nuclear Man
Gatling Man
Macho Man

Well, that's about it.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Dexter Dexter on December 13, 2009, 11:51:15 PM
Macho Man
VILLAGE PEOPLE [tornado fang] YEAH
Title: Re: MegaMan 10 - More Playable Blues
Post by: Satoryu on December 14, 2009, 12:08:34 AM
RANDY SAVAGE [tornado fang] YEAH

fixed
Title: Re: MegaMan 10 - More Playable Blues
Post by: Dexter Dexter on December 14, 2009, 12:11:10 AM
WTF. Well, that could work too.
Title: Re: MegaMan 10 - More Playable Blues
Post by: KudosForce on December 14, 2009, 12:14:11 AM
VILLAGE PEOPLE [tornado fang] YEAH

Actually, I was thinking more along the lines of "Super...Macho...MAN!!!" *blinding flash of light*. >U<

(note: That was a Punch-Out reference.)
Title: Re: MegaMan 10 - More Playable Blues
Post by: Hypershell on December 14, 2009, 01:25:11 AM
Great.  Now I can't unsee a robo manboob dance...

Would be hilarious seeing him jealous of heroes' popularity, though.

And I "ended" it an hour before that. (http://forum.rockmanpm.com/index.php?topic=3079.msg184569#msg184569)
If you want to call completely missing the context of the previous post "ending".

Besides, I did so without any attempt at the last word.

...

Fushta!
*slams the door*
Title: Re: MegaMan 10 - More Playable Blues
Post by: KudosForce on December 14, 2009, 02:04:23 PM
It's official! The MM10 American "box art" has a t-shirt! *o*

http://www.themmnetwork.com/2009/12/12/heres-whats-in-the-box/ (http://www.themmnetwork.com/2009/12/12/heres-whats-in-the-box/)
Title: Re: MegaMan 10 - More Playable Blues
Post by: Waifu on December 14, 2009, 03:51:08 PM
Why doesn't Inti create a new Classic game that utilizes 16 or 32 bit graphics akin to that of Mega Man & Bass or even Mega Man 7?
Title: Re: MegaMan 10 - More Playable Blues
Post by: Zan on December 14, 2009, 03:55:04 PM
Because everyone would complain about how it can't compare to the NES games.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Galappan on December 14, 2009, 04:03:46 PM
I just realize that Commando Man...might be a Commander Craft reference! RM9 have Harpuia & Leviathan so may be MM10 have...

Craft - Commando Man
Elpis - Fencing Man!  8D

My other guess will be:

Cyber Man - Computer level
Ignition Man - lava level
Title: Re: MegaMan 10 - More Playable Blues
Post by: VixyNyan on December 14, 2009, 04:20:00 PM
*Looking at the max limit of 6 kana symbols for a Robot Master name*

シープマン (3 + Man) Sheep
コマンドマン (4 + Man) Commando
サイバーマン (4 + Man) Cyber
フェンシングマン (6 + Man) Fencing
イグニッションマン (7 + Man) Ignition

Ignition Man might be the first one to break the limit. ^^
Title: Re: MegaMan 10 - More Playable Blues
Post by: Galappan on December 14, 2009, 04:45:18 PM
Quote
*max limit of 6 kana symbols for a Robot Master name*
There such thing?

Sorry for my ignorance.   -u-'
Title: Re: MegaMan 10 - More Playable Blues
Post by: VixyNyan on December 14, 2009, 04:55:36 PM
There such thing?

Maybe not. ^^ But so far, there's only been 6 symbols max in all the games.

If we look at English names, Tomahawk is 8 letters, and 5 kana symbols. ^^
Title: Re: MegaMan 10 - More Playable Blues
Post by: Satoryu on December 14, 2009, 05:26:59 PM
Ignite Man would work. Though I think Capcom would use a simpler name for the fire boss. Blaze Man or Lava Man or Volcano Man or etc.
Title: Re: MegaMan 10 - More Playable Blues
Post by: RockmanHalo on December 14, 2009, 08:09:54 PM
Nuclear Man

Somehow I think we're never going to get a RM like that.
That being said, AtomMan kinda rolls of the tongue better.

As for MM10 being announced...good GOD. What have we done?
Title: Re: MegaMan 10 - More Playable Blues
Post by: Acid on December 14, 2009, 08:11:08 PM
As for MM10 being announced...good GOD. What have we done?

Good things!
Title: Re: MegaMan 10 - More Playable Blues
Post by: RockmanHalo on December 14, 2009, 08:15:29 PM
Don't get me wrong, I love it. It'll give me a reason to dig my Wii out again. However, I can't help feeling that CAPCOM will never get out of this "Retro is all they want" phase. I loved Megaman 9; it was a great idea and wonderfully executed...but stuff like that loses it's value when it's done so often. I'm not complaining about the time frame though, as I recall they released a new Megaman game every year (at least) before and no one cared that much.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Dexter Dexter on December 14, 2009, 08:50:59 PM
Why doesn't Inti create a new Classic game that utilizes 16 or 32 bit graphics akin to that of Mega Man & Bass or even Mega Man 7?
Thank god I'm not alone. It seems that either Capcom or some Mega Man fanboys can't seem to get over the 8-bit Mega Man high and don't want to move on to something else.


CAPCOM I AM DISAPPOINT
But still I look forward to MM10.

Quote
Don't get me wrong, I love it. It'll give me a reason to dig my Wii out again. However, I can't help feeling that CAPCOM will never get out of this "Retro is all they want" phase. I loved Megaman 9; it was a great idea and wonderfully executed...but stuff like that loses it's value when it's done so often. I'm not complaining about the time frame though, as I recall they released a new Megaman game every year (at least) before and no one cared that much.

Quoted for the truth. PREACH IT!
Title: Re: MegaMan 10 - More Playable Blues
Post by: Da Dood on December 14, 2009, 09:01:25 PM
If the games are good, what's the problem with what boils down to an art decision?

I guess I understand if people want Mega Man to move on like, say, Resident Evil did. But that doesn't mean we must have 3D gameplay in HD graphics and nothing else. Why not have a Metroid Prime-like side series AND the 8-bit goodness we all love?
Title: Re: MegaMan 10 - More Playable Blues
Post by: RockmanHalo on December 14, 2009, 09:12:49 PM
If the games are good, what's the problem with what boils down to an art decision?

I guess I understand if people want Mega Man to move on like, say, Resident Evil did. But that doesn't mean we must have 3D gameplay in HD graphics and nothing else. Why not have a Metroid Prime-like side series AND the 8-bit goodness we all love?

I'm not saying that it just boils down to an art decision. Far from it. I want more depth to the games. Look at that one Megaman 3 remake, with the 3D aspect!
Title: Re: MegaMan 10 - More Playable Blues
Post by: KudosForce on December 14, 2009, 09:15:06 PM
Somehow I think we're never going to get a RM like that.
That being said, AtomMan kinda rolls of the tongue better.

In that case, they'll probably save him for the final Classic MM installment.

That said, I do agree with the Atom Man name. In a way, this would be fitting, since the first MM was originally supposed to be a Tetsuwan Atom (aka Astro Boy) game. It'd be like, going full circle, or some such.

As for the whole presentation issue, to each his own. Besides, I think it's silly to complain about a MM game with 8-bit graphics, when the majority of MM fan game projects use those. After all, we're in a generation where people take gameplay for granted and visuals for greatness, while most games are casual in content and/or difficulty. ::) Isn't good gameplay and challenge the most essential thing?

But hey, to each his/her own. ;)
Title: Re: MegaMan 10 - More Playable Blues
Post by: Da Dood on December 14, 2009, 09:15:47 PM
I'd argue that Mega Man 9 was deeper than most Mega Man games that came out after the NES era, but I guess to each their own.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Satoryu on December 14, 2009, 09:28:56 PM
Somehow I think we're never going to get a RM like that.
That being said, AtomMan kinda rolls of the tongue better.

[tornado fang] that. Nuclear Man's awesome.

(http://upload.wikimedia.org/wikipedia/en/7/77/NuclearMan2.jpg)
Title: Re: MegaMan 10 - More Playable Blues
Post by: RockmanHalo on December 14, 2009, 09:29:02 PM
I'd be content with the current approach to MM Classic for the rest of the series. However, I'd enjoy consuming it more if it tried to do thing just a bit different. I honestly don't know what, but that's my two-cents. (Adjusted for inflation...about $3)
Title: Re: MegaMan 10 - More Playable Blues
Post by: Align on December 14, 2009, 09:33:47 PM
I'd argue that Mega Man 9 was deeper than most Mega Man games that came out after the NES era, but I guess to each their own.
Possibly it had more width, but depth I can't see.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Hypershell on December 14, 2009, 11:51:16 PM
I'd say that 9 beats 7 easily.  MM&B is arguable; it has the better shop system, but MM9 easily has the better fortress.

I don't think that 9 surpassed 8.  8, in my book, stayed closer to NES quality than 9 did despite its new-age visuals.  But that's just me.

To me, the Classic series isn't just about presentation.  The NES presentation creates a unique experience given how it impacts body size versus screen size and movement.  But style does not define quality, and while 9 mimicked the NES style to a T, I think it has a few more hurdles to jump before it returns to NES quality.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Acid on December 14, 2009, 11:54:40 PM
Oh I do love MM8. I really love it.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Satoryu on December 15, 2009, 12:21:09 AM
Everyone thinks I'm crazy when I say I didn't enjoy MM8 as much as the others. It's not my least favorite, but something about it is missing.

My counter, though, is that MM7 is my favorite Classic game.
Title: Re: MegaMan 10 - More Playable Blues
Post by: KudosForce on December 15, 2009, 12:41:29 AM
My counter, though, is that MM7 is my favorite Classic game.

Well, what do you think of Mend's Rockman 7 FC version, then?
Title: Re: MegaMan 10 - More Playable Blues
Post by: Protoman Blues on December 15, 2009, 12:41:36 AM
Both with 7 & 8, I wasn't a big fan of the 4 Robot Masters first, then another 4 next.  
Title: Re: MegaMan 10 - More Playable Blues
Post by: Flame on December 15, 2009, 12:45:15 AM
Yknow, Now that someone's brought up the style issue, Ive remembered this. Its something that  I completely forgot about, but...
Capcom? Wheres my HD Remix Megaman?
(http://fc05.deviantart.net/fs48/i/2009/227/1/a/Crystal_Catacomb_by_Orioto.jpg)
(http://fc06.deviantart.net/fs38/f/2008/313/1/a/City_Borders_by_Orioto.jpg)
Title: Re: MegaMan 10 - More Playable Blues
Post by: Waifu on December 15, 2009, 02:00:55 AM
In the back burner MM Legends but I am glad that I am not the only one who see this. I use to play Mega Man 3 on an NES when I was younger, I realayed the NES games on an emulator but I don't believe that Retro is going to stay for very long. While it is nice to relive the early days, Mega Man should move on to greater pursuits while retaining what made Mega Man so great.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Dexter Dexter on December 15, 2009, 02:29:19 AM
I've liked the opening stages, but there should be more middle stages, like the ones where you defeat the first four RMs, then the middle stage, then the other four RMs. You dig?
Title: Re: MegaMan 10 - More Playable Blues
Post by: The Great Gonzo on December 15, 2009, 02:34:38 AM
like the ones where you defeat the first four RMs, then the middle stage, then the other four RMs. You dig?

I remember being quite frustrated with MMs 7 and 8 because I could only access half of the stages at first. (Doubly so for MMnB)
Title: Re: MegaMan 10 - More Playable Blues
Post by: Flame on December 15, 2009, 02:37:43 AM
I will be fine with Megaman as a franchise staying in 2D for a while, as long as Capcom gives me a beautiful HD Makeover a la Street fighter 2 HD.
And with it, some fresh additions. Not 2 over and over again. Id like to see some new Rush adaptors. That idea was cool. Maybe the return of Beat; and hell, maybe include Tango, poor thing. People barely know poor ol' Tango.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Black Mage J on December 15, 2009, 02:40:01 AM
I remember being quite frustrated with MMs 7 and 8 because I could only access half of the stages at first. (Doubly so for MMnB)
I would prefer if they did it like in megaman x4, where you fight whichever four, fight in the mid-stage (or cutscene in zero's case.) Then resume fighting the other four.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Dexter Dexter on December 15, 2009, 02:41:24 AM
I will be fine with Megaman as a franchise staying in 2D for a while, as long as Capcom gives me a beautiful HD Makeover a la Street fighter 2 HD.
And with it, some fresh additions. Not 2 over and over again. Id like to see some new Rush adaptors. That idea was cool. Maybe the return of Beat; and hell, maybe include Tango, poor thing. People barely know poor ol' Tango.

DEFINITELY Rush Search. MAYBE a Rush adaptor. MAYBE an HD Mega Man when it hits 2.5D.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Satoryu on December 15, 2009, 02:49:20 AM
Wow Flame, you really are a graphics whore.

Well, what do you think of Mend's Rockman 7 FC version, then?

I actually haven't seen too much of it. But what little I did see didn't disappoint. I like how Rush Search was absent, but that's because Mega Man & Bass made me hate it so much.

Both with 7 & 8, I wasn't a big fan of the 4 Robot Masters first, then another 4 next.  

I do kind of have a problem with that. It's limits the freedom Mega Man was based on. You should be able to go wherever the hell you want, whenever the hell you want. Same goes for MM&B's branching path mess.

But what really got me about MM8 in particular, though, is that this split caused a break in the weakness circle. At least MM7 and MM&B had one concrete loop. Also, this caused Sword Man's stage to absolutely depend on the first four boss' weapons. I don't like that practice, either. It's fine for a Wily stage to demand you use a specific weapon to progress, but it's not cool for a Robot Master stage. It doesn't stop me from playing the game, or even enjoying it. It's just a pet peeve.
Title: Re: MegaMan 10 - More Playable Blues
Post by: KudosForce on December 15, 2009, 03:04:30 AM
I actually haven't seen too much of it. But what little I did see didn't disappoint. I like how Rush Search was absent, but that's because Mega Man & Bass made me hate it so much.

I do kind of have a problem with that. It's limits the freedom Mega Man was based on. You should be able to go wherever the hell you want, whenever the hell you want. Same goes for MM&B's branching path mess.

But what really got me about MM8 in particular, though, is that this split caused a break in the weakness circle. At least MM7 and MM&B had one concrete loop. Also, this caused Sword Man's stage to absolutely depend on the first four boss' weapons. I don't like that practice, either. It's fine for a Wily stage to demand you use a specific weapon to progress, but it's not cool for a Robot Master stage. It doesn't stop me from playing the game, or even enjoying it. It's just a pet peeve.

The whole "We interrupt this robot master line-up, to annoy you and make things generally irritating" thing pretty much started with the Game Boy spin-offs, so Capcom probably wanted to "expand" on the MM experience by tossing it in the main entries.

Of course, given how much attention the Classic series was getting compared to X at that point, you can hardly blame them for doing such a tactic. :|

The MM level setup shines, when you can choose whoever you want to take on, THEN proceed to the fortress(es) once the line-up is done. It's this formula, that distinguishes Mega Man from other action-platformer series. Capcom eventually seemed to have lost track of that in favor of trying to "mix things up a bit", especially since Inafking got less involvement with each subsequent title (after 3, anyway).

That said, you can get Rockman 7 FC here, thanks to Gauntlet's article on that: http://themechanicalmaniacs.com/articles/RM7NES.php (http://themechanicalmaniacs.com/articles/RM7NES.php)
Title: Re: MegaMan 10 - More Playable Blues
Post by: Flame on December 15, 2009, 03:22:20 AM
Wow Flame, you really are a graphics whore.
Im just upset at what they're doing with the 8 bit style. (or what theyre NOT doing, either way.)
Plus, so what? graphics arent necessary, but they are nice. they make for eye candy as well as thumb candy. Plus its another option of "evolution" for the franchise (completely forgot about it till now actually.) that I assume the retrofags can still apprecite since the general gameplay wouldnt change at all; and in fact, the graphics would still be the same, redrawn.
Personally, if I got an HD remix megaman, I wouldnt mid forgetting the 3D notion and sticking to 2D. (I wouldnt mind either way, just the 3D offers potential.)

But back on the topic of the boss break, (4 then 4 more) Its an odd thing to do, but I think X4 DID do it better. You could choose any 4, then after the midboss/stage, the other 4.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Cherrykorock on December 15, 2009, 04:34:28 AM
I'm freaking so happy about Megaman 10 it's all I'm probably going to talk about until it comes out most likely.

God I love Megaman so much.

Also I don't know why there are so many arguments over such silly things that capcom is doing/not doing in this game. Pretty much every game (Megaman related or not) has good aspects and bad. Some have more good and some more bad. As long as it's Megaman, has good music, and is fun that's all I care about. really =]
Title: Re: MegaMan 10 - More Playable Blues
Post by: Nekomata on December 15, 2009, 04:35:11 AM
Im just upset at what they're doing with the 8 bit style.
Wow Flame, you really are a graphics whore.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Turian on December 15, 2009, 04:39:50 AM
I am a fan of the Mega Man X4 way to do the 4 then 4 thing. I am also a fan of QUALITY. Sometimes quality means polished jaw dropping graphics. And sometimes it means awesome music. Other times gameplay. I play Mega Man for the music and gameplay. For example, I disliked the art direction of Powered up. It felt too kiddieish, and the music was too "soft". So I enjoyed the voice acting and the gameplay. Basically I pick things from each game to enjoy, and I don't gripe about things I cannot change. 8-Bit is fine by me, as long as the quality is where I expect it be at.

edit: On a side note, hitoshi-san and inafune-san together on wednesday, could this be the announcement of a new Mega Man game with art direction by Hitoshi Ariga?!
Title: Re: MegaMan 10 - More Playable Blues
Post by: Cherrykorock on December 15, 2009, 04:41:47 AM
I am a fan of the Mega Man X4 way to do the 4 then 4 thing. I am also a fan of QUALITY. Sometimes quality means polished jaw dropping graphics. And sometimes it means awesome music. Other times gameplay. I play Mega Man for the music and gameplay. For example, I disliked the art direction of Powered up. It felt too kiddieish, and the music was too "soft". So I enjoyed the voice acting and the gameplay. Basically I pick things from each game to enjoy, and I don't gripe about things I cannot change. 8-Bit is fine by me, as long as the quality is where I expect it be at.
I completely agree with you on this. As long as there is more to like than dislike, that's good enough for me.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Flame on December 15, 2009, 04:51:59 AM

edit: On a side note, hitoshi-san and inafune-san together on wednesday, could this be the announcement of a new Mega Man game with art direction by Hitoshi Ariga?!
God, the mere thought is staggering. He did the RM's for MM&B didnt he? Though they should, if it were to happen, let the art be in his megaman style.

also, im not arguing further, but let me reiterate, I dont like what theyre doing WITH the 8 bit style. not the 8 bit style itself. It would be perfectly fine if they had up to date gameplay with 8 bit graphics. But, they dont. because like Capcom itself said, theyre taking "what made 2 so great, and including that." essentially, they are trying too hard to be/top megaman 2. I dont see why that has to involve bringing Rock's mechanics to square one... Just keep the same gameplay, maybe balance it a bit for those who complain about an unbalanced Charge shot, and call it a day. :P I seriously dont understand how he can forget to slide.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Cherrykorock on December 15, 2009, 05:07:40 AM
I can understand that. When I found out I couldn't charge or slide at first I was pretty mad but I got over it when I realized I didn't actually need the charge shot because it just seemed to be more of a crutch to me. I still miss the slide however I do wish Rock still had it but hey, what can we do?

Maybe 11 will have super jazzy graphics and his abilities back you know? Let's just enjoy what they give us. =3

edit***
 i too like eye candy but sometimes less is more.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Protoman Blues on December 15, 2009, 05:08:02 AM
How many times must I [tornado fang]ing say it...

He didn't forget to slide or charge.  He's just choosing not to because he actually wants a challenge.  He's being arrogant, and RIGHTFULLY so.  He's Mega-[tornado fang]ing-MAN.  He even proved the last outing against Wily that he doesn't need to.  He's pretty much 10-0 (more if you count the GB & Soccer).  
Title: Re: MegaMan 10 - More Playable Blues
Post by: Cherrykorock on December 15, 2009, 05:10:00 AM
How many times must I [tornado fang]ing say it...

He didn't forget to slide or charge.  He's just choosing not to because he actually wants a challenge.  He's being arrogant, and RIGHTFULLY so.  He's Mega-[tornado fang]ing-MAN.  He even proved the last outing against Wily that he doesn't need to.  He's pretty much 10-0 (more if you count the GB & Soccer).  
I don't think you could be more accurate if you tried, with that said, I'm spent.

G`night PB.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Klavier Gavin on December 15, 2009, 05:10:24 AM
Quote from: Someone on TMMN
I figured the lack of charge and slide made sense considering what he was fighting. In Megaman 9, he’s fighting what are supposed to be allies. He removes his charge and slide so he’s not so strong he blows them up, instead fighting them like you do in Powered Up to save them. Same thing in MM10, he’s not here to murder them outright, just take whatever ingrediant they have.

Protoman, meanwhile, doesn’t have feelings for them, so he charge shots them all to death.

8D
Title: Re: MegaMan 10 - More Playable Blues
Post by: Protoman Blues on December 15, 2009, 05:18:21 AM
In his Mega mind, it's like bringing a charged Mega Buster to a spoon fight.  It's just un-fair!
Title: Re: MegaMan 10 - More Playable Blues
Post by: Flame on December 15, 2009, 05:26:32 AM
Yknow, I wish Blues would dash like he does in the arcade games.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Solar on December 15, 2009, 05:31:32 AM
That's Forte's thing though, so he can't have it in the side scrollers =/
Title: Re: MegaMan 10 - More Playable Blues
Post by: AquaTeamV3 on December 15, 2009, 06:36:03 AM
Well, he had it in Megaman 7.  I actually like the the idea of Bass air-dashing, though.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Flame on December 15, 2009, 07:04:00 AM
That's Forte's thing though, so he can't have it in the side scrollers =/
Except almost every character can Dash except Rock. in the arcade games anyway. Blues dashes with his sheild out in front, and Duo does a football tackle dash with that huge spiked shoulder.
In the Arcades, actually, Bass's Dash was like a rocket boost thing. he went up in the air a bit. (made it impractical for getting items on the ground.)
Title: Re: MegaMan 10 - More Playable Blues
Post by: KudosForce on December 15, 2009, 03:00:31 PM
I am a fan of the Mega Man X4 way to do the 4 then 4 thing. I am also a fan of QUALITY. Sometimes quality means polished jaw dropping graphics. And sometimes it means awesome music. Other times gameplay. I play Mega Man for the music and gameplay. For example, I disliked the art direction of Powered up. It felt too kiddieish, and the music was too "soft". So I enjoyed the voice acting and the gameplay. Basically I pick things from each game to enjoy, and I don't gripe about things I cannot change. 8-Bit is fine by me, as long as the quality is where I expect it be at.

I agree with this. I can pretty much enjoy playing most of the Classic MM games, despite their shortcomings (e.g. MM7's big sprites). Even with all the frills, MM games can still have redeeming qualities, a degree of hard difficulty (those Wily Capsules...X(), interesting robot masters (though, MM8 did push the envelope a bit with their designs) and, well, being plain fun! :D

It helps that this series is pretty optimistic, compared to the other ones.
Title: Re: MegaMan 10 - More Playable Blues
Post by: RockmanHalo on December 15, 2009, 05:17:36 PM
It can be said with absolute certainty that shooting pew pew lasers and making things go bewm never gets old. CAPCOM is good at making the Megaman games; regardless of any other aspects; excellent fun with the shooting and the asploding. (I never had full Grenademan Weapon ammo at the end of a level.  owob)
Title: Re: MegaMan 10 - More Playable Blues
Post by: Turian on December 15, 2009, 05:24:05 PM
It can be said with absolute certainty that shooting pew pew lasers and making things go bewm never gets old. CAPCOM is good at making the Megaman games; regardless of any other aspects; excellent fun with the shooting and the asploding. (I never had full Grenademan Weapon ammo at the end of a level.  owob)
Quoted for truth.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Flame on December 15, 2009, 06:15:27 PM
Flash bomb was, pardon the pun; the bomb.
Title: Re: MegaMan 10 - More Playable Blues
Post by: AquaTeamV3 on December 15, 2009, 07:23:20 PM
Pretty much all of MM8's weapons were awesome; I'm quite partial to Ice Wave myself.  Thunder Claw swinging was pretty fun as well.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Flame on December 15, 2009, 07:37:40 PM
Ice wave was considerably useful in taking out ground enemies.
Also, The Mega ball rocked. I loved that thing. XD
Title: Re: MegaMan 10 - More Playable Blues
Post by: Blackhook on December 15, 2009, 07:42:05 PM
The fact that it boosted your jump made it even more awesome  owob
Title: Re: MegaMan 10 - More Playable Blues
Post by: AquaTeamV3 on December 15, 2009, 08:33:33 PM
The Mega Ball was awesome because of the options you had with it.  You could kick it, dribble, use it to double jump (or more), or even drop on enemies' heads.  Easily mitigates the loss of Rush Coil.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Waifu on December 15, 2009, 09:11:38 PM
Not mention Rush Coil can be a pain if you don't use it right. Although that is not to say that they were all awesome especially Aqua Man's weapon, it doesn't do too m,uch except splash.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Flame on December 15, 2009, 09:40:06 PM
It didnt do much, true. But the others made up for it. Thunder claw was also useful as a in stage weapon outside of Searchman's stage.
Astro crush was cool too, but its limited ammo made using it not satisfactory enough. Although it did kill anything onscreen.

I really liked Rush Bike. It wasnt very useful, but it was awesome. I mean, Rush is always turning intoa  jetboar, I thought it was awesome for hm to turn into a Motorcycle with a missile launcher.
Title: Re: MegaMan 10 - More Playable Blues
Post by: AquaTeamV3 on December 15, 2009, 10:26:28 PM
Not mention Rush Coil can be a pain if you don't use it right. Although that is not to say that they were all awesome especially Aqua Man's weapon, it doesn't do too m,uch except splash.

If you killed a Fire Met with it, you'd see steam rise up.  It was otherwise pointless, although it had a rather large stock of ammo (48/64).  Flame Sword was nice enough, as you could use the jumping slash first to create a 2-hit combo.  Tornado Hold was pretty much broken on anything that wasn't a boss, and it also lifted you up as well.

Astro Crush didn't have much ammo, but it was fair as it wrecked everything on screen anyway.  I also used on the first Wily Stage; it gave you more hangtime when jumping on the sled, so you could bypass some of the harder jumps. 

Rush Bike was fun, despite the lack of practical uses for it.  I also liked the one where Rush flies across the screen dropping bombs everywhere.  That was pretty nice.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Satoryu on December 15, 2009, 10:44:38 PM
The Mega Ball was awesome because of the options you had with it.  You could kick it, dribble, use it to double jump (or more), or even drop on enemies' heads.  Easily mitigates the loss of Rush Coil.

While I would have preferred MM8 to keep Rush Coil, admittedly with Mega Ball bouncing and Tornado Hold, you don't really need it.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Irgendein on December 15, 2009, 11:05:28 PM
(http://img8.imageshack.us/img8/5627/whyy.png)
I'm not sure if I should be amused or disgusted
Title: Re: MegaMan 10 - More Playable Blues
Post by: Alice in Entropy on December 15, 2009, 11:07:43 PM
...

For the love of Undead Lord Jesus, tell me you're [tornado fang]ing with me.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Protoman Blues on December 15, 2009, 11:08:01 PM
Haha...HAHAHAHAHA

IS THIS REAL?   8)
Title: Re: MegaMan 10 - More Playable Blues
Post by: Acid on December 15, 2009, 11:09:30 PM
...

For the love of Undead Lord Jesus, tell me you're [tornado fang]ing with me.

I think they're...

[spoiler]shitting you[/spoiler]
Title: Re: MegaMan 10 - More Playable Blues
Post by: Alice in Entropy on December 15, 2009, 11:11:11 PM
I think they're...

[spoiler]shitting you[/spoiler]

I was actually going to say that, but I figured it would be taken...out of context.

Is it just me, or do the eyes look a bit...unusual?
Title: Re: MegaMan 10 - More Playable Blues
Post by: Protoman Blues on December 15, 2009, 11:11:58 PM
I think they're...

[spoiler]shitting you[/spoiler]

YEAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAHHHHHH!
Title: Re: MegaMan 10 - More Playable Blues
Post by: Acid on December 15, 2009, 11:12:05 PM
I was actually going to say that, but I figured it would be taken...out of context.

Is it just me, or do the eyes look a bit...unusual?

The hands looked [tornado fang]'d up too. I assume it's fake.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Alice in Entropy on December 15, 2009, 11:13:33 PM
You know, I'm pretty shocked and a tad grossed out now, but if this guy does turn out to be fake, I'm gonna be a little disappointed.

=[
Title: Re: MegaMan 10 - More Playable Blues
Post by: Align on December 15, 2009, 11:14:03 PM
It's too dumb to be true.
Title: Re: MegaMan 10 - More Playable Blues
Post by: The Great Gonzo on December 15, 2009, 11:16:30 PM
It's too dumb to be true.

Rest easy, sir. It's fake: http://donotdelete.deviantart.com/art/Authentic-Nintendo-Power-Scan-146586788 (http://donotdelete.deviantart.com/art/Authentic-Nintendo-Power-Scan-146586788)
Title: Re: MegaMan 10 - More Playable Blues
Post by: Alice in Entropy on December 15, 2009, 11:18:44 PM
I'm gonna miss him.

='[
Title: Re: MegaMan 10 - More Playable Blues
Post by: Protoman Blues on December 15, 2009, 11:19:30 PM
Curses!   8)
Title: Re: MegaMan 10 - More Playable Blues
Post by: Irgendein on December 15, 2009, 11:19:39 PM
Rest easy, sir. It's fake: http://donotdelete.deviantart.com/art/Authentic-Nintendo-Power-Scan-146586788 (http://donotdelete.deviantart.com/art/Authentic-Nintendo-Power-Scan-146586788)
Well, I feel stupid
Title: Re: MegaMan 10 - More Playable Blues
Post by: VixyNyan on December 15, 2009, 11:40:24 PM
I like the sprite work too~

http://stalk-chan.deviantart.com/art/Toilet-Man-146655601
http://hfbn2.deviantart.com/art/ToiletMan-David-Nathan-Dawkins-146719443
Title: Re: MegaMan 10 - More Playable Blues
Post by: borockman on December 15, 2009, 11:48:01 PM
*snaps finger*

AWW Damnit, I thought that was real!  XD

Title: Re: MegaMan 10 - More Playable Blues
Post by: KudosForce on December 15, 2009, 11:49:10 PM
You know, my heart actually skipped a beat when I saw Toilet Man. :O

But then, I learn that it's a fake. >U<

I must say that the author of this hoax RM is very skilled and talented, to be able to make something that looks very authentic (aside from the tell-tale symbol, somehwere). 8) Perhaps he could join our forum, sometime? ;)

Mr. DoNotDelete, I salute you for amusing and bewildering our community with this RM concept! owob

That said, Toilet Man needs to be featured in a MM fan game.

Oh, and for the record, I was actually thinking of the possibility of an RM called Toilet Man before I saw this...bVd
Title: Re: MegaMan 10 - More Playable Blues
Post by: Night on December 16, 2009, 12:08:23 AM
You know, I'd love to see some of the robot masters from 7 or 8 drawn in that style.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Klavier Gavin on December 16, 2009, 12:34:26 AM
Since I have no place else to put it, and I'm too lazy to make a news post...

(http://i48.tinypic.com/21jy5n8.jpg)

You can all [sonic slicer] about Legends 3 now.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Dexter Dexter on December 16, 2009, 01:11:20 AM
I might be there tomorrow... if I remember.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Hypershell on December 16, 2009, 01:33:58 AM
I do kind of have a problem with that. It's limits the freedom Mega Man was based on. You should be able to go wherever the hell you want, whenever the hell you want. Same goes for MM&B's branching path mess.

But what really got me about MM8 in particular, though, is that this split caused a break in the weakness circle. At least MM7 and MM&B had one concrete loop. Also, this caused Sword Man's stage to absolutely depend on the first four boss' weapons. I don't like that practice, either. It's fine for a Wily stage to demand you use a specific weapon to progress, but it's not cool for a Robot Master stage. It doesn't stop me from playing the game, or even enjoying it. It's just a pet peeve.
I didn't mind the 4-4 setup *IF* there is some design point to it, as there was in 8.  The later-half use of weapons is something I actually liked.  The fact that it's not fortress-exclusive, once in a while, makes the concept feel slightly less gimmicky.  That's not to say I'd want every game to do it that way, just saying, it was a nice change of pace.  Whereas most other Classic-series "change of pace" stunts tend to go pretty badly.

However, I do agree that the X4 setup is best.  But I will also say, I am GLAD that so long as MM8 chose to split the bosses, that they also split the weapon cycle with it.  To do otherwise is to create an obvious "preferred order" which only serves to limit MegaMan's trademark freedom even greater (one of my many gripes with X5; even though all 8 are accessible the actual game progression is centered on a 4-4 setup, with Grizzly to Red being the obvious preferred order).

MM8 was not the first game to break the weakness cycle, though.  3 did that, with Snake, Needle, and Gemini being off on their own.  And I actually didn't mind.  The fact that, even on a perfect replay, you have to pick more than one boss to tackle with the buster, kinda spruced things up a bit.  Then again this was before we had intermission bosses.
Title: Re: MegaMan 10 - More Playable Blues
Post by: DjKlzonez on December 16, 2009, 01:45:13 AM
LAWL, anyway, it could work, but nintendo power said this about Sheepman ''Easily the strangest Robot master from MM10 ...''
Title: Re: MegaMan 10 - More Playable Blues
Post by: Dantonumanoa Ongdolota Amycronicon on December 16, 2009, 02:52:08 AM
 *o*
TEE HEE SHEEP MAN  owo
omg Commando Man  0v0 TEH SEX
And thank gawd Toilet Man is fake.

I just wish the Megaman games would move on from WiiWare, though...
Title: Re: MegaMan 10 - More Playable Blues
Post by: Dexter Dexter on December 16, 2009, 03:02:18 AM
I am hoping that the "no female Robot Masters" thing is mere speculation.

If not, then [tornado fang] CAPCOM oh well, can't have it all.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Satoryu on December 16, 2009, 04:20:33 AM
But I will also say, I am GLAD that so long as MM8 chose to split the bosses, that they also split the weapon cycle with it.  To do otherwise is to create an obvious "preferred order" which only serves to limit MegaMan's trademark freedom even greater

But on the other hand, 3 and 8 forced you to fight 2 bosses without the preferred weapon. You're screwed if you like to be properly equipped for as many bosses as possible (which I swear I must be the only person in the world who thinks this way. Buster only challenges I don't find fun.)

I don't feel like arguing any further tonight with you, Shelly, so can we just agree that X6 is awesome?
Title: Re: MegaMan 10 - More Playable Blues
Post by: Galappan on December 16, 2009, 04:45:48 AM
(http://img8.imageshack.us/img8/5627/whyy.png)
I'm not sure if I should be amused or disgusted
This looks fake because his eyes is telling me.

Id like to see some new Rush adaptors. That idea was cool.
I want!

Rush Bazooka adaptor
- Can only shoots Charge Energy Blast. But has slow recovery rate.
Rush Wheel Adaptor

- Rock with roller skates. Lengthens your jump.

Although that is not to say that they were all awesome especially Aqua Man's weapon, it doesn't do too much except splash.
Water Balloon has lots of ammo. It deals good damage. Plus it has a crispy feel when it hits enemies.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Flame on December 16, 2009, 05:13:41 AM
When is aw Toiletman, I must admit, i was speechless. I could not for the life of me, come up with any other thought than smacking somebody at Capcom. Sheepman was one thing, but Toilet man is downright stupid for a real megaman boss.
the I saw it was fake, and It all made sense.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Galappan on December 16, 2009, 05:34:35 AM
I don't find Sheepman retarded or cheesy or awful looking. I think it looks great & has a nice concept.

With Thunder Wool, it will be awesome if it is like a floating thunder bomb. Toss a Thunder Wool in mid air, wait for an enemy to reach it's range then ZAP!
Title: Re: MegaMan 10 - More Playable Blues
Post by: N-Mario on December 16, 2009, 05:54:43 AM
Even if its 100% Fake...... Toilet Man, FTW!

Also, A new Famitsu scan reveals more information about this game.
http://protodudesrockmancorner.blogspot.com/2009/12/mega-man-10-coming-to-all-three-home.html
Title: Re: MegaMan 10 - More Playable Blues
Post by: GameSaver on December 16, 2009, 06:47:23 AM
Ooh, is that a soccer ball weapon I see down to the left?
Title: Re: MegaMan 10 - More Playable Blues
Post by: Satoryu on December 16, 2009, 06:59:16 AM
I think it is.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Flame on December 16, 2009, 07:01:39 AM
Return of the Megaball, maybe?
Title: Re: MegaMan 10 - More Playable Blues
Post by: borockman on December 16, 2009, 08:59:26 AM
Ah, so that's the mini boss in the sports theme area.



Title: Re: MegaMan 10 - More Playable Blues
Post by: Thanatos-Zero on December 16, 2009, 09:08:36 AM
Rockman 10...
If there is something I like to spekulate about the plot in connection with the X Series I like to point out that this phenomen "Robotenza" is as many people have already pointed it out the prototyp or the later outcome of the so much dreaded Sigma Virus.
My concern is now about the gameplay of Rockman and Blues. Blues will most likely behave like he did in Rockman 9, but I am not so sure about Rock. What exactly will make him different from Blues? This is my greatest concern for now.

However Toilet Man is in my point of view a great disappointment. The industry itself does not need such a android for making toilets, as they already have machines for that kind of job. When was the need for toilets so high, that they need to construct a Toilet Man? A waste of time and money.

I short, it is a epic fail! A Hamburger Man would be a much better android though.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Nekomata on December 16, 2009, 09:15:43 AM
Why do you continue to be so retarded?
Title: Re: MegaMan 10 - More Playable Blues
Post by: Flame on December 16, 2009, 09:18:06 AM
Rockman 10...
If there is something I like to spekulate about the plot in connection with the X Series I like to point out that this phenomen "Robotenza" is as many people have already pointed it out the prototyp or the later outcome of the so much dreaded Sigma Virus.
My concern is now about the gameplay of Rockman and Blues. Blues will most likely behave like he did in Rockman 9, but I am not so sure about Rock. What exactly will make him different from Blues? This is my greatest concern for now.

However Toilet Man is in my point of view a great disappointment. The industry itself does not need such a android for making toilets, as they already have machines for that kind of job. When was the need for toilets so high, that they need to construct a Toilet Man? A waste of time and money.

I short, it is a epic fail! A Hamburger Man would be a much better android though.
Anyone ever tell you you think too much?

Also, Toilet man was a fake robot master. someone made a hoax.
Title: Re: MegaMan 10 - More Playable Blues
Post by: STM on December 16, 2009, 09:48:21 AM
"Why is Toilet Man shooting Babe Ruth bars at Mega Man? ...Oh god... OH GOD"
Title: Re: MegaMan 10 - More Playable Blues
Post by: Thanatos-Zero on December 16, 2009, 10:18:46 AM
Anyone ever tell you you think too much?
Sometimes here and there, but it is never wrong to think in general.

Also, Toilet man was a fake robot master. someone made a hoax.
I was aware of that hoax.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Flame on December 16, 2009, 02:27:28 PM
I was aware of that hoax.
Then WHy did you feel the need to analyze him like he was a real one? Just ignore him and move on with life. Capcom didnt make him, so theres no need to think of it. Hes a toilet because he is a joke.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Night on December 16, 2009, 02:37:41 PM
(http://img.photobucket.com/albums/v96/Demonlord/Rockman%20ZX/toiletman.gif)
Title: Re: MegaMan 10 - More Playable Blues
Post by: DjKlzonez on December 16, 2009, 04:31:24 PM
(http://img.photobucket.com/albums/v96/Demonlord/Rockman%20ZX/toiletman.gif)
Wut?
Title: Re: MegaMan 10 - More Playable Blues
Post by: Turian on December 16, 2009, 04:48:30 PM
Two bots one e-tank.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Satoryu on December 16, 2009, 05:03:43 PM
Actually, something just caught my eye. The subtitle of the game: Threat From Outer Space.

Aw crap. They're bringing back the faggy Evil Energy.

And they're going to turn it into the Maverick Virus.

And Zero will kill everyone at the end.

[spoiler]You should be able to tell that I am sarcastic above. But if you're not, well, here you go.[/spoiler]
Title: Re: MegaMan 10 - More Playable Blues
Post by: Da Dood on December 16, 2009, 05:35:37 PM
My two cents: I think splitting Robot Masters into groups of 4 is like they're making fun of their own formula. They shouldn't ever limit the one thing that makes Mega Man unique in design. MM7 and 8 pulled it off okay, but there's no way that's better than having all 8 levels ready to rock.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Waifu on December 16, 2009, 06:16:40 PM
The Great Cateclysm has reinacarnated!!!!!  :o
Title: Re: MegaMan 10 - More Playable Blues
Post by: KudosForce on December 16, 2009, 08:24:43 PM
My two cents: I think splitting Robot Masters into groups of 4 is like they're making fun of their own formula. They shouldn't ever limit the one thing that makes Mega Man unique in design. MM7 and 8 pulled it off okay, but there's no way that's better than having all 8 levels ready to rock.

Agreed on this. The appeal of selecting your level in the MM games, gives a level of freedom that one didn't have in action platformers, at the time. Even today, it still works. I mean, just look at Rockman 7 FC.

That said, 7 & 8's treatment of the level select is mothing compared to MM&B, which turned the level select into branching paths...::)
Title: Re: MegaMan 10 - More Playable Blues
Post by: Flame on December 16, 2009, 09:29:52 PM
at least 8 had "reason" behind it. you kill 4 bosses, and then they have you follow Duo. afterwards, you find the 4 bosses who hold the barrier in place.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Zan on December 16, 2009, 09:34:19 PM
7 also had a reason, notice that only four of his robots were hidden away to bust him out of jail.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Hypershell on December 17, 2009, 01:04:11 AM
But on the other hand, 3 and 8 forced you to fight 2 bosses without the preferred weapon. You're screwed if you like to be properly equipped for as many bosses as possible (which I swear I must be the only person in the world who thinks this way. Buster only challenges I don't find fun.)
Believe me, I'm not a buster-only kind of gamer.  The only time I ever attempted that was MM3 (even so I did not do so very aggressively; gave up on Gemini Man), and if it counts, Z-Bustering Ultimate Armor X to death in X5 (because I fought him so many times that I knew him like the back of my hand).

Arsenal is a big, big part of MegaMan to me.  99% of the time I do not want to be limiting myself in any fashion (Inti's tactics tend to annoy me on that front).  Buster-only is a reality as a "setup" of course on at least one boss, as well as a matter of trial-and-error if you're unsure as to the weapon order yet.  So a second time for an "experienced" run isn't all that big a deal.  You still have some selection to deal with so you can determine who you'd find easier to defeat, given the choice.  I just see it as one extra hurdle, rather than a handicap.

As for 3 in particular, Needle Man has predictable timing and an easy E-Tank, plus reaping the benefits of broken Rush Jet.  And Top Man is a punching bag (although I go the insane route and start with Shadow Man, 'cuz I like to save Top Man's music for last).

Quote
I don't feel like arguing any further tonight with you, Shelly, so can we just agree that X6 is awesome?
You know how to get on my good side. 8)

I want!

Rush Bazooka adaptor
- Can only shoots Charge Energy Blast. But has slow recovery rate.
Rush Wheel Adaptor

- Rock with roller skates. Lengthens your jump.
As big a fan I am of Rush, I'm not terribly nuts over the Adapter concept.  It's cool, but I just can't tear myself away from Rush Jet.  Mergers can be left to Bass and Treble.  Also, I utterly despise Rush Search.  Both because Rush can do better and because I find it moronic to plant objectives with no indication that they're actually there.  Same issue with Crystal Wall in X8.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Flame on December 17, 2009, 01:11:34 AM
A biiiig portion of RnF's hate was put in those damn CD's...
X8 really just agravated me though, because hat was Crystal Wall's ONLY real purpose. Although to be fair, I did appeciate occasionally getting health and WE. (not that I needed it with the armors)
Title: Re: MegaMan 10 - More Playable Blues
Post by: AquaTeamV3 on December 17, 2009, 01:28:28 AM
A biiiig portion of RnF's hate was put in those damn CD's...
X8 really just agravated me though, because hat was Crystal Wall's ONLY real purpose.

It also absorbed Trilobyte's lightning, INCLUDING the ultimate.  :)
Title: Re: MegaMan 10 - More Playable Blues
Post by: Dexter Dexter on December 17, 2009, 01:30:25 AM
Quote
As big a fan I am of Rush, I'm not terribly nuts over the Adapter concept.  It's cool, but I just can't tear myself away from Rush Jet.  Mergers can be left to Bass and Treble.  Also, I utterly despise Rush Search.  Both because Rush can do better and because I find it moronic to plant objectives with no indication that they're actually there.  Same issue with Crystal Wall in X8.
Then let's replace Rush Search with the Mega Ball, and that all items be sold at a set price.

Also: Let the databases be DLC.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Protoman Blues on December 17, 2009, 03:33:32 AM
It's cool, but I just can't tear myself away from Rush Jet.  Mergers can be left to Bass and Treble.

...If only I had a Magical Talking Fish...

The Rush Adapter is Bad-[tornado fang]ing-ASS.  Once they bring back MM3 Broken Rush Jet, then I can see your point.   :P
Title: Re: MegaMan 10 - More Playable Blues
Post by: Rad Lionheart on December 17, 2009, 03:35:42 AM
I like the Rush Adaptors.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Hypershell on December 17, 2009, 03:41:19 AM
...If only I had a Magical Talking Fish...
I would never trust a magic fish to one who denies Xtreme2.

Quote
The Rush Adapter is Bad-[tornado fang]ing-ASS.  Once they bring back MM3 Broken Rush Jet, then I can see your point.   :P
Or the MM8 Jet stages.

Otherwise, I take your point.  The nerfed Rush Jet is a shame.  And Adapters are cool.  I just don't know that they're cool for Rush.  I like Rush as a character, not as equipment.

...maybe we could have Beat and Eddie adapters? 8D
Title: Re: MegaMan 10 - More Playable Blues
Post by: Rad Lionheart on December 17, 2009, 03:44:28 AM
Eddie Adaptor dispenses weapon energy! 8D THOUSANDS OF THEM!
Title: Re: MegaMan 10 - More Playable Blues
Post by: Protoman Blues on December 17, 2009, 03:47:05 AM
Or the MM8 Jet stages.

Otherwise, I take your point.  The nerfed Rush Jet is a shame.  And Adapters are cool.  I just don't know that they're cool for Rush.  I like Rush as a character, not as equipment.

...maybe we could have Beat and Eddie adapters? 8D

Meh, the MM8 Jet Stages, as fun as they were, still does not provide the awesome freedom of MM3 Broken Rush Jet.

I'd be all for a Tango Adapter!  XD
Title: Re: MegaMan 10 - More Playable Blues
Post by: Rad Lionheart on December 17, 2009, 04:02:29 AM
I'd just be happy to see Tango.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Protoman Blues on December 17, 2009, 04:04:48 AM
As would I.  Tango needs some love.
Title: Re: MegaMan 10 - More Playable Blues
Post by: KudosForce on December 17, 2009, 04:15:01 AM
I would like to see him show up again, as well.

[spoiler]In fact, I have suggested to MegaPhilX the possibility of using him, in his MM project. He said that he may consider using him, for a special weapon...[eyebrow][/spoiler]
Title: Re: MegaMan 10 - More Playable Blues
Post by: Rad Lionheart on December 17, 2009, 04:51:48 AM
I miss collecting letters in stages to get Beat too.
It would be nice to do something like that for Tango.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Nekomata on December 17, 2009, 05:00:45 AM
Same issue with Crystal Wall in X8.
the Crystal Wall Chart was the best D:
the typo is intentional, i ain't explaining it.
Title: Re: MegaMan 10 - More Playable Blues
Post by: borockman on December 17, 2009, 08:29:49 AM
So I guess some people did see the gameplay from the livecast.

My comments on it judging from the trailer.

- Nice music!  <3
- Love the selection screen.
- Easy mode looks much easier than normal mode.
- I'd hate that treadmill stuff and mouse arrow enemy.
- Cool midboss.
- Lots of unidentified RM, the last one especially caught my attention (kinda look like a sword? cutlass man?).
- And I think this looks more gimmicky than Megaman 9.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Galappan on December 17, 2009, 08:42:28 AM
Sheep Man
Commando Man

others might be...

Pipe Man
Dagger Man

Mouse Pointer Enemy.  *o*
Title: Re: MegaMan 10 - More Playable Blues
Post by: Flame on December 17, 2009, 09:00:13 AM
Return of the Menuless weapon switching as well. Dont forget that. Personally, I like how they handeled that. Since the 8 bit games didnt have the detailed icon and ammo like the complete works and 8 had, they have the icon pop up above Rock's head when he switches it.

Also, no mention of that "mysterious" 3d character. Blues looks sexy to play as. If we want to get technical, this is the first time he's been playable as a main character. in 9 he was just DLC with no actual story.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Rad Lionheart on December 17, 2009, 09:04:34 AM
So what did I miss and where can I catch up on everything?
Title: Re: MegaMan 10 - More Playable Blues
Post by: Fxeni on December 17, 2009, 09:06:49 AM
Return of the Menuless weapon switching as well. Dont forget that. Personally, I like how they handeled that. Since the 8 bit games didnt have the detailed icon and ammo like the complete works and 8 had, they have the icon pop up above Rock's head when he switches it.

Also, no mention of that "mysterious" 3d character. Blues looks sexy to play as. If we want to get technical, this is the first time he's been playable as a main character. in 9 he was just DLC with no actual story.
He had a story in Rockman Rockman.
Title: Re: MegaMan 10 - More Playable Blues
Post by: STM on December 17, 2009, 09:11:47 AM
And if you want to get technical, Power Battles and Fighters.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Flame on December 17, 2009, 10:28:52 AM
Yknow I completely forgot those, but Ill pretend I didnt, and say, in a new numbered entry.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Zan on December 17, 2009, 10:39:59 AM
Power Fighters had a 2 in its title.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Rad Lionheart on December 17, 2009, 10:46:59 AM
Power Fighters had a 2 in its title.
Oh you. 8D
Title: Re: MegaMan 10 - More Playable Blues
Post by: Dinner Sonic on December 17, 2009, 11:59:45 AM
Hope this is the right place to put this... The official site(http://www.capcom.co.jp/rockman/10/index.html (http://www.capcom.co.jp/rockman/10/index.html)) has that nice little trailer in a much better view, as well as some more new pictures. Of course, it's been slapped onto YouTube (http://www.youtube.com/watch?v=7dv3X8Z6fCk (http://www.youtube.com/watch?v=7dv3X8Z6fCk)) if that's your preference. Anyway, I took a look at that video, snagged about eight pics, zoomed in with my preferred image editor, and...
(http://img.photobucket.com/albums/v244/DinnerSonic/pt2/MM10TrailerSprite.png)
Here's The Robots! Sorry about the size... maybe these bite sized versions could give a better look at these guys?

... is it me, or does that sewer robot almost look like it has a toilet bowl body... nah, it can't be.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Acid on December 17, 2009, 12:10:00 PM
The sports based guy has a really oddly shaped hand. I guess it's a baseball glove. (Pitch Man?)
Commando Man's stage is a desert... operation desert storm?

And it really looks like we'll get a blade man this time.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Blackhook on December 17, 2009, 12:14:25 PM
Way too much bully RM´s....The Ice themed one looks like Jewel Man
Title: Re: MegaMan 10 - More Playable Blues
Post by: borockman on December 17, 2009, 12:21:13 PM
Ah, at last the screenshots of RM shadow.

Let's see....

- Gridman/Footman looks quite bulky.
- Sheepman
- that somehow looks like Roman helmet... but sewer theme? It could be very well be a Closet/Toiletman!
- No idea, Jetman?
- Looks like a torch to me, Torchman
- Diamond man? Mirror man?
- Commandoman
- Saber/Cutlass/Blademan?
 
Title: Re: MegaMan 10 - More Playable Blues
Post by: Galappan on December 17, 2009, 01:36:15 PM
Okay it's time for...

Who's that Robot Master?

(http://img.photobucket.com/albums/v244/DinnerSonic/pt2/MM10TrailerSprite.png)

- Sports Man/ Goal Man
- Sheep Man
- Pipe Man (http://img31.imageshack.us/content.php?page=done&l=img31/7875/67318206picqiz1ipipeman.jpg)
- I find it the most intriguing. I still have no idea.
- Ignition Man/ Toaster Man - honestly I don't like another fire boss.
- This one has an odd head/body shape...I'll call him Igloo Man.
- Commando Man
- Dagger Man
Title: Re: MegaMan 10 - More Playable Blues
Post by: KudosForce on December 17, 2009, 02:50:18 PM
I'm rather intrigued by those silhouettes, especially the dagger-looking RM.

Though, it seems that the one for the truck stage might be wearing some sort of backwards cap...-_-
Title: Re: MegaMan 10 - More Playable Blues
Post by: Dr. Wily II on December 17, 2009, 03:18:54 PM
Well... This would be a fun weakness cycle to decipher... XD
Title: Re: MegaMan 10 - More Playable Blues
Post by: Galappan on December 17, 2009, 03:21:18 PM
Though, it seems that the one for the truck stage might be wearing some sort of backwards cap...-_-
hmmm

(http://media.tasvideos.org/autosnaps/1622_6.png)
Another vehicle boss?  8D
Title: Re: MegaMan 10 - More Playable Blues
Post by: Da Dood on December 17, 2009, 03:41:12 PM
I must have watched this trailer 20 times already. *click*
Title: Re: MegaMan 10 - More Playable Blues
Post by: HyperSonicEXE on December 17, 2009, 03:59:12 PM
Grid Man (YEA~! EXE reference!)
Sheep Man
Pipe Man
Truck Man
Boiler Man
Icicle Man
Commando Man
Knife Man

Pipe, Truck, and Knife Man really fit the '80's bully bill.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Dexter Dexter on December 17, 2009, 04:55:53 PM
Saw the trailer, getting more impatient. But nonetheless, it was good.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Satoryu on December 17, 2009, 06:11:11 PM
Honestly, when I think Truck Man, I think something more like Optimus Prime.

You know, the sewer stage reminds me a lot of Stage 3-1 of Batman on the NES.

So Easy Mode is like in Powered Up, where spikes are covered up. I kinda forgot about that, to be honest. Though the whole claim of Easy Mode making it more like MM2 still baffles me. I mean, MM9 was easier than MM2.

W Tanks are in now. They look like upsidedown M Tanks. You can see one at 1:07.

The fire boss' silhouette looked like it had horns. Devil Man, perhaps?
Title: Re: MegaMan 10 - More Playable Blues
Post by: AquaTeamV3 on December 17, 2009, 06:18:01 PM
I wonder who's theme that is?  The song in the Megaman 9 trailer ended up being Tornado's theme, so we'll see who this one matches up with.  I'd lol if it was Sheep Man's, though.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Dexter Dexter on December 17, 2009, 06:27:17 PM
Sounds like it could go with the castle stage, I dunno.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Da Dood on December 17, 2009, 06:52:55 PM
You know, the sewer stage reminds me a lot of Stage 3-1 of Batman on the NES.

Yes, thank you! That was driving me crazy.
Title: Re: MegaMan 10 - More Playable Blues
Post by: VixyNyan on December 17, 2009, 08:10:43 PM
Rockman 10 Sample Soundtrack (http://www.rockmanpm.com/down/click.php?id=392) (Site & Video Rip, 2-looped)
Title: Re: MegaMan 10 - More Playable Blues
Post by: N-Mario on December 17, 2009, 09:52:53 PM
Rock On, for ever lasting peace!
Title: Re: MegaMan 10 - More Playable Blues
Post by: Protoman Blues on December 17, 2009, 09:55:43 PM
Rockman 10 Sample Soundtrack (http://www.rockmanpm.com/down/click.php?id=392) (Site & Video Rip, 2-looped)

My guess is that BGM04 is SportsMan's theme.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Gatuca on December 17, 2009, 11:14:56 PM
Roll Catches the Flu, seems we will get conformed with my game 8D

(http://img192.imageshack.us/img192/4279/dibujoqv.png)

also, seen the background of the sports stage, doesn't seem right, looks like belongs to MM2 style of graphics, i mean c'mon

Title: Re: MegaMan 10 - More Playable Blues
Post by: Irgendein on December 17, 2009, 11:17:07 PM
(http://img192.imageshack.us/img192/4279/dibujoqv.png)

also, seen the background of the sports stage, doesn't seem right, looks like belongs to MM2 style of graphics, i mean c'mon
Reminds me of Excitebike, for some reason
Title: Re: MegaMan 10 - More Playable Blues
Post by: Dexter Dexter on December 17, 2009, 11:18:57 PM
That BG truly takes me back.
Title: Re: MegaMan 10 - More Playable Blues
Post by: borockman on December 17, 2009, 11:23:21 PM
hmmm

(http://media.tasvideos.org/autosnaps/1622_6.png)
Another vehicle boss?  8D

Howly [parasitic bomb]! someone actually played that game too!?
Title: Re: MegaMan 10 - More Playable Blues
Post by: Align on December 17, 2009, 11:38:48 PM
Okay it's time for...

Who's that Robot Master?

(http://img.photobucket.com/albums/v244/DinnerSonic/pt2/MM10TrailerSprite.png)

- Sports Man/ Goal Man
Looks suspiciously like Air Man with a claw.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Acid on December 18, 2009, 12:14:49 AM
So MM9 was made in the image of MM2.

Now I hope MM10 was made with MM3 in mind. Which basically means bringing back some kind of Doc Robot element.

Maybe they'll even bring back the whole "two castles" thing. Although that's something MM4 brought up
Title: Re: MegaMan 10 - More Playable Blues
Post by: Dexter Dexter on December 18, 2009, 12:19:50 AM
MM11 BETTER be 16-bit, in the style of MM&B. I don't care what anybody says. The world has ENOUGH 8-bit Mega Man.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Irgendein on December 18, 2009, 12:27:51 AM
Now I hope MM10 was made with MM3 in mind.
Since Rock still has no slide, I doubt it. I would like to see something like Doc Robot return though.
Title: Re: MegaMan 10 - More Playable Blues
Post by: KudosForce on December 18, 2009, 12:43:53 AM
That background...it's making me think about No More Heroes' rank 2 stage, as well as the upcoming sequel's stadium setup.

That said, it does have some neat detail to it.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Tempo on December 18, 2009, 12:48:09 AM
MM11 BETTER be 16-bit, in the style of MM&B. I don't care what anybody says. The world has ENOUGH 8-bit Mega Man.
I could play new 8-bit classic series games til the end of time.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Elpis TK31 on December 18, 2009, 12:53:15 AM
MM11 BETTER be 16-bit, in the style of MM&B. I don't care what anybody says. The world has ENOUGH 8-bit Mega Man.

Wrong, there's no such thing as enough 8-bit MM.
Leave the SFC/PSX graphics to X9 >.> (or screw old graphics alltogether for X and make the most beautiful 2d X game ever...)

Commandoman - in the screenshots looks like he's performing a ground crush move ala Guts/Hard/ConcreteMan.
Mareep looks like fun to fight, hovering, splitting and thunderbolts and whatnot, I'm very curious about that Thunder Wool.

While MM10 is no ZX3, I'm still super excited about this, as I so love 8bit.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Dexter Dexter on December 18, 2009, 01:41:10 AM
But the question you should ask yourselves is: where do you draw the line? When do the fans get tired of the 8-bit? I'm not hating on the 8-bit (the Mega Man series does look good in 8-bit), I'm just saying that the Mega Man series could look a lot better if it at least makes one transition from 8-bit to the 16-bit, 32-bit or 2.5D.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Tempo on December 18, 2009, 01:44:05 AM
I don't think they will for a while. I'm pretty sure a lot of people appreciate it. The game also plays different when it is in 8-bit.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Nekomata on December 18, 2009, 01:46:51 AM
they'll go back to 16 for megaguy 15, then megaguy 16'll be PSX style.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Flame on December 18, 2009, 02:45:10 AM
Ice boss silhouette makes me think of Jewelman...
Title: Re: MegaMan 10 - More Playable Blues
Post by: The Great Gonzo on December 18, 2009, 02:46:49 AM
You ain't alone, pal. I hope it's just the silhouette that resembles him.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Night on December 18, 2009, 02:47:27 AM
I'm thinking ski mask...
Title: Re: MegaMan 10 - More Playable Blues
Post by: videoman190 on December 18, 2009, 05:48:41 AM
Predicable robot masters after watching the PV!
with the two confirmed robot masters!
Sheep Man
Sports man!
Sewer man/Rat Man
Night Man!
Flare Man!
Chill Man!
Commando Man!
Blade Man!
That all I can think of right now

And the third playable might be Duo(since it's from outer space Duo might return), Bass, or Roll if you beat the game (when you save her from the virus!)


And the about easy mode
In the words of the song Overdrive "Easy mode? only kids play easy mode!  hahahahahahah  XD"

Easy mode is for people who haven't played a MegaMan game but it might be too easy for veterans and experts so normal mode or hard mode is where is at!
Title: Re: MegaMan 10 - More Playable Blues
Post by: Flame on December 18, 2009, 07:19:59 AM
And the about easy mode
In the words of the song Overdrive "Easy mode? only kids play easy mode!  hahahahahahah  XD"

Easy mode is for people who haven't played a MegaMan game but it might be too easy for veterans and experts so normal mode or hard mode is where is at!
(http://i216.photobucket.com/albums/cc47/OuroBlack/easymode.jpg)
Title: Re: MegaMan 10 - More Playable Blues
Post by: HyperSonicEXE on December 18, 2009, 07:25:57 AM
I think I know what that pic's supposed to be.

At any rate, I'll be using Easy Mode for when I just want to blaze through the game and have some fun. Not that I can't do that with MM9, but it's a lot of weapon coordination. I want to freestyle.

BGM 02 is awesome, by the way. Probably Knife Man's.
BGM 04 sounds like Grid Man's.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Nekomata on December 18, 2009, 07:54:36 AM
normal's gonna be pathetic for the vets.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Flame on December 18, 2009, 08:01:05 AM
normal's gonna be pathetic for the vets.
Im surprised Inti hasnt included their nerf mode yet.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Galappan on December 18, 2009, 12:13:00 PM
So...

What if the 3rd Character turns out to be...

[spoiler]Model @

But with full functionality:
- Dash
- Wall Kick
- Bouncing Laser Charge Shot (Ashe <3)
- Lock On
- Giga Crush
- Trans ON?!

How possible it is?

A worthy DLC?

Just a thought.  8D
[/spoiler]
Title: Re: MegaMan 10 - More Playable Blues
Post by: Flame on December 18, 2009, 04:15:30 PM
I doubt it. Its been a while since ZXA.
Title: Re: MegaMan 10 - More Playable Blues
Post by: VixyNyan on December 18, 2009, 04:20:04 PM
Fan Creation in the works~ :cookie:

[youtube]http://www.youtube.com/watch?v=-2CmfFope0o[/youtube]

[youtube]http://www.youtube.com/watch?v=6gRVL59Vmpo[/youtube]
Title: Re: MegaMan 10 - More Playable Blues
Post by: DjKlzonez on December 18, 2009, 05:05:57 PM
Fan Creation in the works~ :cookie:
Wow, that was fast  :O , but i expected the 4th song of the ripped OST (the one possibly for the sports guy)
Title: Re: MegaMan 10 - More Playable Blues
Post by: VixyNyan on December 18, 2009, 06:21:05 PM
Tarbo-san (Cocorog) made another Band Brothers DX cover. ^^

[youtube]http://www.youtube.com/watch?v=i7WmZlyKjT4[/youtube]
Title: Re: MegaMan 10 - More Playable Blues
Post by: STM on December 18, 2009, 06:22:28 PM
normal's gonna be pathetic for the vets.

Mega Man 9's Superhero Mode should be Normal mode.
Title: Re: MegaMan 10 - More Playable Blues
Post by: VixyNyan on December 18, 2009, 06:27:04 PM
CLARINET MAN CONFIRMED! (http://www.youtube.com/watch?v=ee-tO8acUcc)
OK, I'll stop now~ >v<
Title: Re: MegaMan 10 - More Playable Blues
Post by: Dr. Wily II on December 18, 2009, 06:39:49 PM
Lawl, nice video nonetheless... XD
Title: Re: MegaMan 10 - More Playable Blues
Post by: Nekomata on December 18, 2009, 06:43:33 PM
Mega Man 9's Superhero Mode should be Normal mode.
and there's no way in hell i'm buying a damned difficulty setting
Title: Re: MegaMan 10 - More Playable Blues
Post by: Dexter Dexter on December 18, 2009, 06:46:19 PM
Agreed. Difficulty settings should be earned, not bought.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Solar on December 18, 2009, 07:14:47 PM
and there's no way in hell i'm buying a damned difficulty setting

Yeah, but if you really wanted to play it but didn't want to pay for it you could >.>
Title: Re: MegaMan 10 - More Playable Blues
Post by: STM on December 18, 2009, 07:22:34 PM
and there's no way in hell i'm buying a damned difficulty setting
That was the only bullshit part about it.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Dexter Dexter on December 18, 2009, 07:43:53 PM
I know I have no right to say this, but I like MM9 better than MM10. There are a few reasons. Feel free to guess.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Tempo on December 18, 2009, 09:27:29 PM
I know I have no right to say this, but I like MM9 better than MM10. There are a few reasons. Feel free to guess.
10 isn't even out yet. Would you like to wait a little?  :D
Title: Re: MegaMan 10 - More Playable Blues
Post by: Dexter Dexter on December 18, 2009, 10:12:18 PM
I'd muster up patience, but my comment still stands.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Protoman Blues on December 18, 2009, 10:16:38 PM
I'm gonna guess the lack of tits.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Dexter Dexter on December 18, 2009, 10:26:13 PM
That, and:
The list goes on...
Title: Re: MegaMan 10 - More Playable Blues
Post by: Protoman Blues on December 18, 2009, 10:28:05 PM
Are you still gonna buy it?
Title: Re: MegaMan 10 - More Playable Blues
Post by: Dexter Dexter on December 18, 2009, 10:29:13 PM
...Yes. :\
Title: Re: MegaMan 10 - More Playable Blues
Post by: Night on December 18, 2009, 10:30:26 PM
 8D
Title: Re: MegaMan 10 - More Playable Blues
Post by: Protoman Blues on December 18, 2009, 10:30:35 PM
And thus, we're done here!   8)
Title: Re: MegaMan 10 - More Playable Blues
Post by: Dexter Dexter on December 18, 2009, 10:33:05 PM
YAY! in b4 lock Well, I was glad to get that off my chest, at least. Can't do jack [parasitic bomb] about it, but still glad.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Zan on December 18, 2009, 10:36:38 PM
That, and:
  • Not 16-, 32-bit or 2.5D
  • No sliding or charged shots for Mega Man
  • No original abilities for Proto Man
  • No fourth playable character
  • Lack of an antagonist whose title is something other than "Dr."
The list goes on...
Quote
I like MM9 better than MM10.

Hypocrit much?
Title: Re: MegaMan 10 - More Playable Blues
Post by: Dexter Dexter on December 18, 2009, 10:39:50 PM
Quote
But unfortunately, there will be no female Robot Masters this time out; instead, Producer Keiji Inafune allowed the developers a chance to create their own bosses for the Blue Bomber’s latest venture.
Now this sounds familiar... RM design contest perhaps?
Title: Re: MegaMan 10 - More Playable Blues
Post by: Zan on December 18, 2009, 10:41:34 PM
Quote
It applies ONLY to MM10.

Except everything you said applies to MM9 as well. So why are those reasons for 9 being liked better than 10?
Title: Re: MegaMan 10 - More Playable Blues
Post by: Dexter Dexter on December 18, 2009, 10:43:35 PM
Because MM10 is a carbon copy of MM9... well, almost. MM9 should have been the LAST game to do this. But it doesn't matter now.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Acid on December 18, 2009, 11:17:35 PM
You know... there is indeed something I wanna see in here. More exploring. Not to the degree of Metroid games though.

MM6 and 7 did a really good job at that.
Title: Re: MegaMan 10 - More Playable Blues
Post by: VixyNyan on December 18, 2009, 11:34:12 PM
I'd love to someday see split paths and more exploring similar to Junk Man's stage. That will make you revisit stages more. :3
Title: Re: MegaMan 10 - More Playable Blues
Post by: AquaTeamV3 on December 18, 2009, 11:41:38 PM
I'd love to someday see split paths and more exploring similar to Junk Man's stage. That will make you revisit stages more. :3

I liked how MM6 placed 2 of the same RM in the same stage.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Acid on December 18, 2009, 11:41:45 PM
Shade Man's stage had that too.

And quite a few stages in MM6
Title: Re: MegaMan 10 - More Playable Blues
Post by: Dexter Dexter on December 19, 2009, 12:05:08 AM
Hmm... why didn't I think of that before? Maybe there should be dead ends also.
Title: Re: MegaMan 10 - More Playable Blues
Post by: KudosForce on December 19, 2009, 03:05:59 AM
Here is a little something that I noticed in an interview with Inafking, in the latest issue of NP:

Quote
Nintendo Power: Was there any feedback you received from fans on Mega Man 9 that was especially surprising?

Keiji Inafune: It was a great, happy surprise for us that the NES style was so widely accepted. In the early stage of the development, we internally discussed the option of having both old-school NES style graphics and next-gen style, [and we'd allow] the player to choose between the two. However, we believed that a revival of the NES style would surprise people and be appreciated. And the result exceeded our expectations-- so many people enthusiastically welcomed the NES style.

So, there you have it. MM9 was originally supposed to have the option to switch between NES-style and new-gen graphics.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Flame on December 19, 2009, 03:44:20 AM
The should have done it. It would have made all sides happy.
Title: Re: MegaMan 10 - More Playable Blues
Post by: N-Mario on December 19, 2009, 03:56:49 AM
Not to mention production value & release date would take longer just to have both graphic styles in a game. X_X

Personally I'm satisfied with the way they went in MM9. Megaman started on the NES style. it should STAY in 8-bit NES style.
Title: Re: MegaMan 10 - More Playable Blues
Post by: geekgo4 on December 19, 2009, 04:05:34 AM
Not to mention production value & release date would take longer just to have both graphic styles in a game. X_X

Personally I'm satisfied with the way they went in MM9. Megaman started on the NES style. it should STAY in 8-bit NES style.
I still find that a bit unfair. That's like sayinf MMX should only be in 16-bit. Why not adapt?


You hated 7, 8, & Bass, didn't you?
Title: Re: MegaMan 10 - More Playable Blues
Post by: N-Mario on December 19, 2009, 07:29:57 AM
That's not what I meant.  X(

I actually played 7 & 8 back in the day. Though they were fun, but I think they might have missed something. Just didn't quite feel right.
So it's not like i totally dissed the games. I enjoyed the other games beyond 6. But I think 8bit is a lot more fun to play then any other style. Not to mention its a lot easier to draw 8bit sprites graphics wise.  óVó

Also, I think I remember somewhere, either reading or hearing something about K.Inafune wanted to explore more around the 8bit style mega man games before moving on to other style graphics. Considering that's where megaman started anyway, it kind of makes sense here.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Flame on December 19, 2009, 09:03:12 AM
8 was missing Rush Coil. But the Mega Ball and T. Hold pretty much made it a useless thing anyway. Though many of Rush's forms werent that useful. Rush bomber wasnt that great (IMO,) and Rush bike just didnt have any practical applications except for getting that one bolt in Clownman's stage.

Jet was missing too, but then again, it wouldnt really be needed and would be too broken with 8's stages. Plus, although Rushjet is only in certain segments, I liked how you could get him to be able to attack too.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Hypershell on December 19, 2009, 03:53:32 PM
8 was missing Rush Coil. But the Mega Ball and T. Hold pretty much made it a useless thing anyway. Though many of Rush's forms werent that useful. Rush bomber wasnt that great (IMO,) and Rush bike just didnt have any practical applications except for getting that one bolt in Clownman's stage.
Are you F*@#ING kidding me?  Rush Bike is damn awesome!  It's like an on-call Ride Armor, only faster.  ...it's also timed, but still.

Quote
Jet was missing too, but then again, it wouldnt really be needed and would be too broken with 8's stages. Plus, although Rushjet is only in certain segments, I liked how you could get him to be able to attack too.
I actually LOVED the idea of stages, and a boss, being Rush Jet based.  I wish, if they insist on denying us the MM3 broken Jet, they could at least do that again.

8 I loved, and I think Rush had great abilities even if they weren't key to stage navigation.  Mega Ball functioned as the Coil replacement and that let them get more original.  But if you want lousy Rush, MM&B is it.  Rush Search and *NOTHING* else.  Morons.  7 I wasn't really too fond of either, due to the introduction of Search, which I hate, the fact that Jet is near useless as-is, and the fact that all Rush support is pretty much rendered worthless once you get the Super Adapter.

...you know, that's one thing I will say for the NES graphics style, is how the character-size-to-screen-size ratio impacts gameplay.  Post-3's "fixed" Rush Jet really doesn't work as well in modern styles because the characters are larger-scale; you can't see nearly as far ahead of you in SNES.  
Title: Re: MegaMan 10 - More Playable Blues
Post by: KudosForce on December 19, 2009, 04:09:15 PM
Here is another part of the interview that caught my attention (I had forgotten to post it, so I apologize for that :-[):

Quote
Nintendo Power: What is the most challenging part of creating a new entry in such a long-running series?

Keiji Inafune: The challenge for a long-running series is nothing but to meet the expectations of all the fans that increase in number with each installment. In particular, it's always challenging to try to exceed MM2 and MM4, which are highly regarded in the series.

That explains why each MM sequel added more features.

But...MM4 being highly regarded? What happened to MM3, then? Then again, Inafking probably still has hard feelings towards that one, given how the development cycle went...

...you know, that's one thing I will say for the NES graphics style, is how the character-size-to-screen-size ratio impacts gameplay.  Post-3's "fixed" Rush Jet really doesn't work as well in modern styles because the characters are larger-scale; you can't see nearly as far ahead of you in SNES.  

I agree with this. In the NES style, the characters have a much "smaller" size than in their contemporaries. When they are "larger", there is less room to move and a bigger margin of error (not being able to jump over certain up-to-scale RMs, for example).

Mend certainly had this in mind, while developping Rockman 7 FC. That, I thank him for. owob
Title: Re: MegaMan 10 - More Playable Blues
Post by: Waifu on December 19, 2009, 06:54:30 PM
Bring back MM3's jet, MM4's Balloon, a Pharaoh Shot like attack and improved next gen graphics, I am good.

That's not what I meant.  X(

I actually played 7 & 8 back in the day. Though they were fun, but I think they might have missed something. Just didn't quite feel right.
So it's not like i totally dissed the games. I enjoyed the other games beyond 6. But I think 8bit is a lot more fun to play then any other style. Not to mention its a lot easier to draw 8bit sprites graphics wise.  óVó

Also, I think I remember somewhere, either reading or hearing something about K.Inafune wanted to explore more around the 8bit style mega man games before moving on to other style graphics. Considering that's where megaman started anyway, it kind of makes sense here.

MMX8 had next gen graphics why not the original series? As shown with MM8, there are a lot of things Capcom could with the resources they had and given Capcom does Mega man games, they should have looked at what worked in previous games and improved on them while putting in stuff. The Classic series had always been cartooniish and lighthearted and I don't understand why can't do anything with next gen graphics? Considering what they did with R & F, MM8 and recent Powered Up, you'd think Capcom could give us the best of both worlds so that they could appeal to every gamer.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Hypershell on December 20, 2009, 12:43:44 AM
I actually thought X8's graphics were pretty bad...  Besides the craptacular design style, Command Mission outdid them in character detail by far.  Still liked the game a lot, but if I want good visuals, I'll go for either XCM or the PS1 games.

But...MM4 being highly regarded? What happened to MM3, then? Then again, Inafking probably still has hard feelings towards that one, given how the development cycle went...
Resist...urge...to uppercut...Inafune.... O:<

Seriously, who in their right mind regards 4 higher than 3?  I am very, very sorry that the development of 3 turned out bad for the big man, but it doesn't change the fact that the end result is the best damn Classic-series game ever.  And if it bugs him THAT much, he ought to release a "director's cut" version on WiiWare.

Quote
I agree with this. In the NES style, the characters have a much "smaller" size than in their contemporaries. When they are "larger", there is less room to move and a bigger margin of error (not being able to jump over certain up-to-scale RMs, for example).
Yeah, and MegaMan isn't the only series to show this.  Check how NES SMB Bowser fights compare to NSMB (DS or Wii), and there's a world of difference despite the obvious attempt to imitate it, due to how the change in character ratios affect your ability to jump over him.

I don't think it makes gameplay superior or inferior, it's just something unique to the style.  Certain things work with it and certain things don't, as with any other style.  Oddly enough, although the small character size makes the action feel more fast-paced, NES MegaMan movement is actually rather sluggish compared to contemporary styles, even disregarding dash abilities.  You can make a direct comparison for yourself if you've unlocked Model a in ZX Advent.
Title: Re: MegaMan 10 - More Playable Blues
Post by: KudosForce on December 20, 2009, 01:11:27 AM
I don't think it makes gameplay superior or inferior, it's just something unique to the style.  Certain things work with it and certain things don't, as with any other style.  Oddly enough, although the small character size makes the action feel more fast-paced, NES MegaMan movement is actually rather sluggish compared to contemporary styles, even disregarding dash abilities.  You can make a direct comparison for yourself if you've unlocked Model a in ZX Advent.

Well, you're certainly right about movement being slower. In the X series (I wouldn't mind comparing to the ZX series, but my mom doesn't allow me to get portables X(), the characters are much faster and have more animation.

It may be a matter of processor power, hence why the movement is slower, in 8-bit entries of the classic series.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Satoryu on December 20, 2009, 01:42:29 AM
Actually, Mega Man's really sluggish in MM8. Sliding doesn't help nearly as much as in every other game. Except Powered Up; I don't think that game's slide was any faster than just running.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Rad Lionheart on December 20, 2009, 01:49:16 AM
I hated how sluggish MM8 was.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Blaze Yeager on December 20, 2009, 01:49:50 AM
i might have gotten this right
1.Sheep Man
2.Commando Man
3.Baseball/Grid/Sport Man
4.Pump/Pipe Man
5.Truck/Vehicle/Overdrive Man
6.Icicle/Arctic/Freezer/Snow Man
7.Konro(Yes i know Mirai kara no cho sensia)/Volcano/Pyro Man
8.Samurai/Blade/Slicer/Knife Man
Title: Re: MegaMan 10 - More Playable Blues
Post by: Dantonumanoa Ongdolota Amycronicon on December 20, 2009, 05:20:13 AM
8.Samurai/Blade/Slicer/Knife Man
Y'know, as soon as I saw the silhouette for this robot master, I immediately thought of the potential reaction of the nutty Christian community.

"Those crazy Mega Mans and their knife people! It's teaching kids to kill!"
Title: Re: MegaMan 10 - More Playable Blues
Post by: HyperSonicEXE on December 20, 2009, 05:47:55 AM
>implying we care
Title: Re: MegaMan 10 - More Playable Blues
Post by: Flame on December 20, 2009, 07:53:46 AM
I seem to be the only one who doesnt seem to notice 8's sluggishness. It didnt affect me anyway.
I think though, 8 was probably the best one to show the classic series childish nature. It had very vibrant, colorful stages, and even with the "evil energy" plot, it still didnt feel dramatic and "dark" at all.

Plus 8's intro s awesome. Both versions. I must say, that although Electrical communication is nice, the US/EU version is pretty catchy as well. I must applaud them for making the part of the tune when Blues appears sound like Blues' whistle.

And I agree with Hyper.
Although I liked most of X8's designs, (Except Zero and Alia, dont ask- her hair bugs me.) It was the in game models that were really terrible. I dont know why they got rid of the Cell shading that X8 had in its early stages... it might have made it look better.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Fragman on December 20, 2009, 10:01:09 AM
Command Mission models could probably be more detailed, simply because they didn't need to move as much.  In X8 there's a lot going on at once, and that's going to bog down the technologically inferior PS2.  On the gamecube or Xbox the Command mission models probably could have been used or something even more detailed, but Capcom was still pretty stuck on the idea of the X series being Sony exclusive at the time, so they had to work with what was available.

In MM8 Personally yes it felt sluggish and I do prefer smaller sprites to a degree since it provides more room for evasion.  Though MM8 was far more about blasting than dodging, so it kind of evens out.  The strategy just becomes one of shooting first instead of evading then shooting back.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Hypershell on December 24, 2009, 05:50:52 PM
That thought on XCM and X8 with more stuff going on in a platformer had occurred to me.  Still, I'm not so sure.  X8 strikes me as a lack of effort on a few points.  Okay, so palette-swapping the Neutral Armor made mix-and-match easy, but would it have been so hard for mugshots to reflect that?  Or for more than one armored mugshot to exist in the first place?  Also, with the models themselves, even their relative size wasn't given any thought.  X's height is identical to Zero's, and the fact that X stands straighter makes him actually appear taller.  I can see a technologically inferior system with a clear effort that they did everything in their power to make the game look and feel as it should (Xtreme2 and Legends 2 in particular come to mind).  X8 just doesn't strike me as being in that category.

As for MM8, I never noticed it being particularly slow in terms of walking speed.  But again, the NES style is rather sluggish as well so that might be why.  The lack of emphasis on dodging is more a matter of larger character size to me, and even with that slight shift the game is still every bit as enjoyable.  Sliding, perhaps, could stand to be faster, but there is a part for that.  Stinks that you NEED a part for that, but at least it's there.  Overall I feel that there's a lot more that 8 did right than wrong.  The shop, Rush, and general game mechanics were all handled excellently, in addition to the more modern presentation.  I don't even mean just visuals either, but audio as well.  I appreciate the fact that bosses talk to you during battle, I think a touch like that is excellently suited to the lighter-hearted series such as Classic and Legends (in X I don't care as much, though it still has its moments).
Title: Re: MegaMan 10 - More Playable Blues
Post by: Flame on December 24, 2009, 06:06:55 PM
"See you in my DREAMS!"
I miss 8. That was such a fun game. The music was top notch too. chip tunes are fine, but one cant deny 8 had memorable music.
I ESPECIALLY have a fondness for the shop music. It has such a calming air to it.

i dint particularly care for how Collection slightly messed it up. (made the lifebar colors a dull yellow instead of bright yellow, Switched the transition screen for the Menu, sped up Swordman's voice emphasized the blow up sound in bosses to an annoying level... etc.)
Title: Re: MegaMan 10 - More Playable Blues
Post by: Hypershell on December 24, 2009, 06:19:32 PM
True story: When I got AC, I gave my PS1 8 to my big brother.  When I played AC's 8, I asked for my PS1 disc back.

The audio bugs are really inexcusable.  Having only one save slot kinda blows, too.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Flame on December 24, 2009, 06:23:50 PM
Well at least they fixed that in X Collection. (which felt even more lazy.)
Title: Re: MegaMan 10 - More Playable Blues
Post by: Hypershell on December 24, 2009, 06:27:40 PM
I'll take "laziness" in package extras in exchange for superior emulation quality any day.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Satoryu on December 24, 2009, 06:50:36 PM
Overall I feel that there's a lot more that 8 did right than wrong.

Well that's how I feel about X8.

The music was top notch too. chip tunes are fine, but one cant deny 8 had memorable music.

I can. On par, I feel 8's soundtrack was pretty weak. It's mostly the instrument choices, they just strike me as awkward. It almost feels TOO happy, I guess. They're a little more ambient too, which is also something I'm not a fan of and get a lot of lip for.

I'm a big fan of the Saturn version of Tengu Man, though.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Nekomata on December 24, 2009, 06:56:47 PM
saturn 8 is superior, etc.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Flame on December 24, 2009, 08:38:49 PM
Quote
TOO happy,
In a children's video game? Naaaah.
Title: Re: MegaMan 10 - More Playable Blues
Post by: someguy233 on December 25, 2009, 09:03:00 AM
I'm gunning for Bass though I'd always welcome surprise addition. (Hey could be Auto or Dr Light himself!).

and RM speculation...

Shearer man for Sheepman weakness.  XD
Computer man
Volcano man or Lava man
Chill woman.

Chill Woman = oxymoron ;-)
Title: Re: MegaMan 10 - More Playable Blues
Post by: Alice in Entropy on December 25, 2009, 10:45:51 AM
Y'know, if Auto did turn out to be playable in this game, I'd definitely play it. I'd play that [parasitic bomb] 'til my eyes bleed.

AUTO, MAN.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Hypershell on December 25, 2009, 05:04:27 PM
Chill Woman = oxymoron ;-)
I don't know about that one.  A nice tall Chill Woman could poke someone's eyes out.

saturn 8 is superior, etc.
Can't deny that one.  Wood Man, Cut Man, and superior Tengu Man music up against, what, some booklet that wasn't even in the later packages?  If only Saturn wasn't such a pain in the ass to emulate...
Title: Re: MegaMan 10 - More Playable Blues
Post by: KudosForce on December 25, 2009, 05:07:43 PM
Can't deny that one.  Wood Man, Cut Man, and superior Tengu Man music up against, what, some booklet that wasn't even in the later packages?  If only Saturn wasn't such a pain in the ass to emulate...

Well, that tears it; I'm going to get myself a Sega Saturn, at some point. 8B
Title: Re: MegaMan 10 - More Playable Blues
Post by: Waifu on December 26, 2009, 01:44:21 AM
Try Craigslist or Ebay.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Turian on December 26, 2009, 09:39:31 PM
In a children's video game? Naaaah.

And you said it. That is the problem right there. Mega Man is a children's video game. But just out of curiosity, how many here are children?
This is the reason I prefer 8-bit over Mega Man 8. At least 8-bit doesn't try too hard to rub the cuteness in my face. In the NES days me and my friends all thought Rock was a badass. When 7 hit, I was like....okay, wtf? Then 8 amped up the cuteness, and don't get me started on powered up! Mind you, I am not talking about game play here, just music and art direction. It seemed that something had shifted in the Mega Man series.  It was NEVER that cute before hand, and then 7 came and Mega Man got a little more kid friendly. Kid friendly Mega Man should be kept with Star Force and the other hobby series games.

Mega Man should have grown up with the rest of us old timers. And he didn't. That's why 8-bit is so awesome. Because now he can evolve properly. And no, I don't mean turn into Gears of War or something insane like that. That level of "Maturity" (har har har) is debatable. I mean the gameplay and art direction can evolve into something 3D and less kid friendly, just for us old heads. Once we all get Ariga's Megamix, I think you will see what I mean.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Blackhook on December 26, 2009, 09:42:18 PM
You know what ruined the remake of Turtles in time...right?
Title: Re: MegaMan 10 - More Playable Blues
Post by: The Great Gonzo on December 26, 2009, 09:54:08 PM
Capcom already made a less kid-friendly MM title. It was called Super Adventure Rockman. It's apparently been disowned for exactly that reason.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Blaze Yeager on December 26, 2009, 09:56:38 PM
Capcom already made a less kid-friendly MM title. It was called Super Adventure Rockman. It's apparently been disowned for exactly that reason.
Why was it Disowned? i like SAR.
Title: Re: MegaMan 10 - More Playable Blues
Post by: The Great Gonzo on December 26, 2009, 09:58:34 PM
Why was it Disowned? i like SAR.

I just said...

SAR was too dark (i.e., people dying, Roll dying, etc.). Capcom didn't like that. Capcom disowned it.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Blaze Yeager on December 26, 2009, 09:59:55 PM
I just said...

SAR was too dark (i.e., people dying, Roll dying, etc.). Capcom didn't like that. Capcom disowned it.
True,But SAR Was a great game i still say that capcom should bring it to the US PSN As a import game...
Title: Re: MegaMan 10 - More Playable Blues
Post by: The Great Gonzo on December 26, 2009, 10:01:18 PM
True,But SAR Was a great game i still say that capcom should bring it to the US PSN As a import game...

In this case, fan opinion doesn't matter. Capcom's not touching it again.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Flame on December 26, 2009, 10:09:20 PM
The Classic series is for children, no matter what age WE are. its not made for any one generation. Its for little kids of ANY generation.
And I really fail to see how 7 and 8 are "cute".
DETAILED, would be a better word. the 32 bit artstyle in 8 wasnt "cute" (although Roll looked cute in her new outfit, but that's a different kind of cute) it was able to show more detail in both backgrounds and characters. I for one, LOVED the Shop/Save menu dual layer background that looked like circuitry and gears. The stages themselves, were trippy, if anything. ESPECIALLY Astroman's stage. I liked the subtle touches like the Mettaur on the jumbotron in Frostman's second half, or the more hidden "W"'s in the Fortress. And the character sprites were real good too. The bosses looked awesome. Handsome guy looked even more handsome in 32 bit than in the currently being made 8 bit version. 8D

And, like Hypershell mentioned before, the genius Idea of a Rush jet Bossfight. (the fact that Rush jet was only in certain segments and not a special weapon was cool, cause you could use other special weapons. AND the Mega buster.)

Forgive me; I recently replayed Megaman 8. Just finished it in fact. The Anime cutscenes... Overrated? maybe, but they fit Classic far better than the X series to be honest. X series belongs more with Day of Sigma style animation. I didnt find 8's cutscenes to be "cute" either. In fact, I felt they quite accurately depicted what Megaman always has an should look like.

I dont see how its "uber cute" or anything... In fact, I found it to be darker than most, with the "Evil energy" (which while cheesy, is still this malignant entity) Wily himself was portrayed as a lot eviler than usual as well. (though that may be merely because of the ability to actually show more of him via cutscenes and better in-game representation.)
Title: Re: MegaMan 10 - More Playable Blues
Post by: Blackhook on December 26, 2009, 11:22:19 PM
I really liked Wily´s look in 8 and 8.5. He finnaly looked like a Villain not just a simple scientist...I wonder why they ditched that look in 9 and 10 >3<
Title: Re: MegaMan 10 - More Playable Blues
Post by: Hypershell on December 26, 2009, 11:38:21 PM
Classic MegaMan is an all-ages, light-hearted series.  Always was, always will be.  You want Classic MegaMan to look more badass but without going the complete opposite Gears of War direction?  Well, that's what the X-series is for.
Title: Re: MegaMan 10 - More Playable Blues
Post by: KudosForce on December 27, 2009, 03:22:37 AM
I didn't mind MM7's aesthetics. It wasn't entirely kid-friendly, though (Bass saying a swear word, Mega considering to kill Wily).

But yes, MM is appropriate for everyone. If anything, it transcends age groups.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Night on December 27, 2009, 03:57:53 AM
All the cute little sounds and effects when you jump and shoot, how the mettaurs fall off platforms, and the overall cartoony appearance. How is 8 not cute?
Title: Re: MegaMan 10 - More Playable Blues
Post by: Turian on December 27, 2009, 04:09:14 AM
The Classic series is for children, no matter what age WE are. its not made for any one generation. Its for little kids of ANY generation.
And I really fail to see how 7 and 8 are "cute".
DETAILED, would be a better word. the 32 bit artstyle in 8 wasnt "cute" (although Roll looked cute in her new outfit, but that's a different kind of cute) it was able to show more detail in both backgrounds and characters. I for one, LOVED the Shop/Save menu dual layer background that looked like circuitry and gears. The stages themselves, were trippy, if anything. ESPECIALLY Astroman's stage. I liked the subtle touches like the Mettaur on the jumbotron in Frostman's second half, or the more hidden "W"'s in the Fortress. And the character sprites were real good too. The bosses looked awesome. Handsome guy looked even more handsome in 32 bit than in the currently being made 8 bit version. 8D

And, like Hypershell mentioned before, the genius Idea of a Rush jet Bossfight. (the fact that Rush jet was only in certain segments and not a special weapon was cool, cause you could use other special weapons. AND the Mega buster.)


Forgive me; I recently replayed Megaman 8. Just finished it in fact. The Anime cutscenes... Overrated? maybe, but they fit Classic far better than the X series to be honest. X series belongs more with Day of Sigma style animation. I didnt find 8's cutscenes to be "cute" either. In fact, I felt they quite accurately depicted what Megaman always has an should look like.

I dont see how its "uber cute" or anything... In fact, I found it to be darker than most, with the "Evil energy" (which while cheesy, is still this malignant entity) Wily himself was portrayed as a lot eviler than usual as well. (though that may be merely because of the ability to actually show more of him via cutscenes and better in-game representation.)

Like I said, I was complaining about the art style. I was not specific enough in my complaint though. I meant the sprites only, I did not like the way they stretched and squashed. If we are going more detailed, I would like it to center on the fact that Mega Man is metal, not play dough.  On the other hand, I thought the cut scenes were bad ass. And why did you make your argument about game play? I think I said that I liked the game play.

So let me get this straight, they are making the classic series retro for the little kids of this generation?  I don't think so. They are making these games for us, not little kids. And I for one want a game with a more serious direction. I understand the X series is for that and whatnot, what I am talking about is more like the original MM re-imagined for 3d with awesome art direction on the same lines of Ariga, if not by him. And also at the same time, we could keep the original games coming. The Ariga art styled games could be a epic trilogy. It would work, it would sell, and Mega man would be a deeper more interesting experience for it. I still like the 8bit 2d games, and I still want more of them. I just want my cake with frosting, please?
Title: Re: MegaMan 10 - More Playable Blues
Post by: Protoman Blues on December 27, 2009, 05:06:05 AM
You know what ruined the remake of Turtles in time...right?

The music sucked ass.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Nekomata on December 27, 2009, 06:03:54 AM
the kids complaining because it wasn't their lame two player SNES game?
Title: Re: MegaMan 10 - More Playable Blues
Post by: Flame on December 27, 2009, 06:51:21 AM
Like I said, I was complaining about the art style. I was not specific enough in my complaint though. I meant the sprites only, I did not like the way they stretched and squashed. If we are going more detailed, I would like it to center on the fact that Mega Man is metal, not play dough.  On the other hand, I thought the cut scenes were bad ass. And why did you make your argument about game play? I think I said that I liked the game play.
Megaman classic would have looked that way had it started on the PSx/Saturn. it makes it kiddish. Hes not entirely overly squishy. I mean, you have to somehow explain how he even moves when his ankles and wrists are one piece. So the foot bended a little. big whoop. it was made for little kids.

Remember that PU was designed the way it was to represent what Inafune originally wanted with the series, a very cute chibi style, but couldnt, due to the limitations of the system.

Quote
So let me get this straight, they are making the classic series retro for the little kids of this generation?  I don't think so.
why not? they can very well satisfy all generations. Introduce new players into the original style, and re-introduce older players with what they recognize as the original.

Quote
They are making these games for us, not little kids.
quite ego centric, no? they are not making it SOLELY for you, they are making it for anyone who will buy it. Megaman 9 and 10 may be aimed at the older crowd, but the classic franchise as a whole, is aimed at KIDS.
Quote
And I for one want a game with a more serious direction.
:\ AHAHAHHHAAHAHAHA

sorry.
haha. Evil energy, Roboenzas and Brainwashing robots ala RnF is about as serious as it will get. (SAR is, after all, the redheaded stepchild of the franchise, with the direction IT took.)

Quote
I understand the X series is for that and whatnot, what I am talking about is more like the original MM re-imagined for 3d with awesome art direction on the same lines of Ariga, if not by him. And also at the same time, we could keep the original games coming. The Ariga art styled games could be a epic trilogy. It would work, it would sell, and Mega man would be a deeper more interesting experience for it. I still like the 8bit 2d games, and I still want more of them. I just want my cake with frosting, please?
Trust me, we ALL would love a game with Ariga art. But its doubtful it will ever happen. RnF's boxart is probably as close as we'll ever get.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Galappan on December 27, 2009, 04:12:07 PM
I like MM8. Cute? Yes but it doesn't hurt for me. The Anime cutscenes specially the Opening WOW me.  *o* Always makes me want to have a full pledge Rockman Classic Anime.

Anyway I hope in MM10 that E-can/W-can should not be available in the shop but instead make it obtainable only through stages and you can only get once meaning no item stacking.

So let say you can only have a maximum of 8 E-cans & 4 W-cans.

Thus encourage you to play better instead of being an E-can whore.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Turian on December 27, 2009, 09:50:59 PM
Limited narrow viewpoint, blah blah blah, I will just sit here and bash Turian because I have nothing else to back up my argument,  ::)

Your an idiot if you believe that Inafune really designed the original Mega Man with the chibi style in mind. Allow me to point out that he said the same exact phrase about Ariga's art style in the Video pod cast on the 22nd. He even said Ariga had surpassed him. Now, as far as you laughing like a jerk at the mention of having a different spin on the original Mega Man, a more serious direction, I really don't know what to say, I guess you feel the need to let out some kind of repressed anger from everyone calling you an idiot when you started bashing the 8-bit style. And I'm don't think that I was ego-centric in my previous posting, I said classic was our franchise, the older crowd, because we grew up with it and we are the ones buying it now. Trust me when I say little Johnny looks at the 8-bit art style and says "Where's Halo 4?" Kids don't give a damn about the classic series, and honestly, it's not for them, it is being made for the older fans.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Nekomata on December 27, 2009, 09:53:06 PM
megaguy is a dead franchise.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Hypershell on December 29, 2009, 06:29:05 AM
the kids complaining because it wasn't their lame two player SNES game?
Don't be bitching about my Technodrome.

LET'S KICK SHELL!

Remember that PU was designed the way it was to represent what Inafune originally wanted with the series, a very cute chibi style, but couldnt, due to the limitations of the system.
Load of marketing crock for two reasons:
A. Inafune's original art does not indicate it.
B. Super Mario USA, technological limitations my butt.

Anyways, so far as age target, KudosForce nailed it:
If anything, it transcends age groups.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Nekomata on December 29, 2009, 06:44:30 AM
Don't be bitching about my Technodrome.

LET'S KICK SHELL!
[parasitic bomb] level was [parasitic bomb].
Title: Re: MegaMan 10 - More Playable Blues
Post by: Protoman Blues on December 29, 2009, 06:56:56 AM
Again, I can't play Turtles in Time without it's PROPER music.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Nekomata on December 29, 2009, 06:58:26 AM
Again, I can't play Turtles in Time without it's PROPER music.
yeah, the SNES can't hold a candle to the arcade's instrument selection.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Protoman Blues on December 29, 2009, 07:00:50 AM
Well the arcade has more choices, I agree.  Needless to say, in the SNES version I get to hear the best boss battle theme EVER more than in the Arcade version.

Also, you were totally the [sonic slicer] who hoards all of the pizza for yourself, weren't you?   :P
Title: Re: MegaMan 10 - More Playable Blues
Post by: Nekomata on December 29, 2009, 07:17:15 AM
nah, i was the one with more tokens then everybody else :P
Title: Re: MegaMan 10 - More Playable Blues
Post by: Protoman Blues on December 29, 2009, 07:19:38 AM
As was I normally.  The only thing that stopped me was when my bro said it was time to go.
Title: Re: MegaMan 10 - More Playable Blues
Post by: HyperSonicEXE on December 29, 2009, 07:21:30 AM
I was kind of hoping Re-Shelled was going to take the best of both TMNTIV's and mesh it into one.

Arcade's instrumentation, increased difficulty, and 4 player mode,
Combined with SNES' music tracks, stage progression, gameplay mechanics, Super Shredder, pretty much everything else.

Alas...

EDIT: On a related note, I did slam $5 worth of quarters into the first TMNT arcade game recently and blazed through it for the first time ever.

Man, that's fun, even if I did die a lot.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Hypershell on January 10, 2010, 08:16:52 AM
So...DasRev!ews foolishly let a MM10 Stage Select image slip in a video, therefore leaking all Robot Master names and one mugshot, and now Capcom's trying to cover it up.

Protodude's post on it was taken down as was the YouTube video he linked.  Can't blame him for appeasing the officials, I guess; to do otherwise is to risk having connections cut off.

But it's YouTube, copy videos are part of life.  I'm reluctant to post a link given what happened the last time the fanbase defied Big C (MMPU save hacks and the shameless panic attacks that followed), but as of this post, the image is still out there.  And if the names are all that mean anything to you, then there's always GameFAQs and GoNintendo.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Protoman Blues on January 10, 2010, 08:38:53 AM
The more I listen to the Trailer's theme song, I'm gonna say that it's CommandoMan's stage theme.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Splash on January 13, 2010, 05:59:43 PM
http://www.themmnetwork.com/2010/01/13/corocoro-reveals-mm10-robot-masters-official-like/
Here info...Man,Pump man is so lame...like Nitro man..
Title: Re: MegaMan 10 - More Playable Blues
Post by: Emiri Landeel on January 13, 2010, 06:02:22 PM
Chill, man!!

I mean Chill Man >0<

BTW, Strike Man has two green boob lights. Doesn't that Z... *got shot in the head*
Title: Re: MegaMan 10 - More Playable Blues
Post by: Blackhook on January 13, 2010, 06:03:44 PM
Those are some quirky RM´s...like really
EDIT: Yep, Blade Man is the Megaman equivalent of Roronoa Zoro
Title: Re: MegaMan 10 - More Playable Blues
Post by: Splash on January 13, 2010, 06:10:07 PM
Well...I like here ONLY-Strike man,Sheep man AND...Commando man(Not solar)...Because-
Pump man is REALLY LAME(I thought,that it was fin on head)
Solar man is stoled(Sun from Pharaoh man)
Nitro man is 3rd(or 4th) robot-transformer(Turbo,Ground,and maybe..Galaxy?)
Blade man is so obviosly and stupid(Remember sword man?That lame robot with short-range weapon?So here is another lame RM)
Chill man is stupid...Head covered with ice...
Title: Re: MegaMan 10 - More Playable Blues
Post by: Da Dood on January 13, 2010, 06:16:34 PM
Strike and Chill look OSSUM.

BTW, Strike Man has two green boob lights.

No he doesn't! Notice the mouth underneath. That's just him being shy. ;)
Title: Re: MegaMan 10 - More Playable Blues
Post by: Satoryu on January 13, 2010, 07:47:33 PM
Pump Man does look kinda silly. But I don't have a problem with that. Everyone else looks good. I really like how Blade Man's head is so huge.

And [tornado fang] you Splash, Transformers are awesome!
Title: Re: MegaMan 10 - More Playable Blues
Post by: Jace on January 13, 2010, 07:52:57 PM
Glad to hear others like Chill Man as well. I've been arguing with a few people today about him. They keep trying to tell me that he's just a Crystal Man rip off with Ice on his head. But I think he looks more like a walking Icicle which is awesome.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Splash on January 13, 2010, 07:58:36 PM
2 Sato
I thought,that Nitro man will be in human form...but in moto-form?(Submarine-Car-Something with drills-UFO-Jet-Tank(last 2 are from MMU)-And...moto?Excuse me)
Title: Re: MegaMan 10 - More Playable Blues
Post by: Blackhook on January 13, 2010, 08:01:22 PM
Chill Man is...MR FREEZE!
Title: Re: MegaMan 10 - More Playable Blues
Post by: Hiryu on January 13, 2010, 08:56:13 PM
I like Solar and Chill's design.

Nitro and Commando Man are okay, but Command Man just seems a lot like Napalman.

I don't really like Pump man or Blade man(Did they really have to make a blade his head too?).

Strike and Sheep are kinda WTF for me (Seriously, Baseball? Sheep?).
Title: Re: MegaMan 10 - More Playable Blues
Post by: Protoman Blues on January 13, 2010, 09:01:18 PM
You know, PumpMan looks similar to a RM that Acid designed, I think.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Acid on January 13, 2010, 09:06:45 PM
Faucet Man?

Uuuh yeah I guess there's a similarity. But it's pretty (http://img686.imageshack.us/img686/7738/89394329.gif)
Title: Re: MegaMan 10 - More Playable Blues
Post by: Protoman Blues on January 13, 2010, 09:10:34 PM
Faucet Man?

Uuuh yeah I guess there's a similarity. But it's pretty (http://img686.imageshack.us/img686/7738/89394329.gif)

Yeah, FaucetMan.  I forget, did you ever post those in the official RPM MM RM topic?  XD
Title: Re: MegaMan 10 - More Playable Blues
Post by: Acid on January 13, 2010, 09:11:06 PM
Dunno. I forgot as well.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Stardius on January 13, 2010, 09:14:30 PM
Pumpman- My first impression was like "Are you serious Capcom?"
Strikeman- Looks wierd, but not totally bad
Chillman- That ice on his head looks sort of wierd, but once again acceptable
Solarman- Over all not bad, but that thing on his head looks stupid.
Sheepman- Idea is silly, but design is not that bad
Blademan- That blade head looks really wierd
Nitroman- I accually like his desing, he looks cool. But not as cool as MMU Nitroman  :P
Commandoman- Not bad, but my favourite army based RM is still Napalmman  >w<

Title: Re: MegaMan 10 - More Playable Blues
Post by: Protoman Blues on January 13, 2010, 09:17:57 PM
Dunno. I forgot as well.

If you didn't, you totally should.  Those were great.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Sapphire✧9 on January 13, 2010, 09:19:50 PM
Pumpman = Plant Man + Dive Man + a pump
Strikeman = Baseball ball + Zero
Chillman = Something original, loving it.
Solarman = Pharaohman + Enker
Sheepman = I dont understand why most of fans hate him. He is the most cool looking robot of mm10.
Blademan = lol perfect for having smex.
Nitroman = Turboman's child.
Commandoman = I think he's cool but he looks like an overpowered RM.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Mirby on January 13, 2010, 09:33:07 PM
Oddly enough, Solar Man and Blade Man were entries in a NP contest for CREATE YOU OWN RM! This was right after MM5 came out. January 1993 issue (#44) if memory serves.

Pump Man - CHEST CANNON! FIRE! OH NO MY ROBOHEART! *dies*
Strike Man - YOU'RE OUTTA HERE! (was a baseball man in an mm fan game)
Chill Man - Does he impale you with his head-cicle?
Solar Man - He likes Boktai; can play it literally anywhere!
Sheep Man - If he had his own game, Rush would be Mareep.
Blade Man - He does a mean shave! Best barber I ever went to!
Nitro Man - So he's Turbo Man, but turns into a motorcycle... (handlebars next to his head)
Commando Man - Did he go to Weapons Training with Napalm Man? (One of my fav RM's, so I'm happy)
Title: Re: MegaMan 10 - More Playable Blues
Post by: Zan on January 13, 2010, 09:46:43 PM
Waiting for Ariga-fication.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Flame on January 13, 2010, 10:05:24 PM
Waiting for Ariga-fication.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Night on January 13, 2010, 11:29:22 PM
Chillman = Dynamoman only with ice, loving it.

Fix'd
Title: Re: MegaMan 10 - More Playable Blues
Post by: KudosForce on January 13, 2010, 11:43:42 PM
Well, I have to say that...this line-up takes the cake. :o MM6's roster almost looks normal compared to this. It was said that these guys were made by young designers, and it shows.

I mean, seriously. They said that Sheep Man was the oddest one? I think that NP writer needs to double-check.

At any rate, here we go...

Pump Man:  XD What do you know? He really does look like a pump! I don't mind him, though.
Strike Man: Looks cool, I must admit. owob Along with No More Heroes: Desperate Struggle, this will be the 2nd game this year to have a sports-themed boss.
Chill Man: Heh...I don't know. A frozen head? :\ Getting used to him may take a while.
Solar Man: He looks more like he could be called Torch Man, but it would have been unfair to the MMPC3 RM (I mean, Blade Man's name got taken already). He looks decent, though.
Sheep Man: I got used to him by now, so I still think that his oddness endears me. >w<
Blade Man: Sharp, rather. Now that this bad pun is out of the way, it's pretty much what I've been expecting. :)
Nitro Man: A...motorcycle? o-O That one came out of nowhere. Why, in the name of Thomas Light, didn't they call him Cycle Man or Bike Man? -_- He is somewhat appealing, though (sort of).
Commando Man: Seen him already, so I still think that he looks cool.

All things considered, the designs across the board are a tad iffy for me, at the moment (which is an accomplishment, considering what we got in MM8). I may warm up to them in time, though.
Title: Re: MegaMan 10 - More Playable Blues
Post by: HyperSonicEXE on January 13, 2010, 11:47:57 PM
I mean, if I honestly had to professionally critique these, I'd scrap a few and simplify the designs on others.

But I really, REALLY don't care, because I'm getting more MEGA MAN.

And besides, Blade Man there has shown up in fan designs a number of times.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Irgendein on January 13, 2010, 11:49:49 PM
Solar Man: He looks more like he could be called Torch Man, but it would have been unfair to the MMPC3 RM
Not to mention Fire Man got renamed to Torch Man in the dub of the EXE anime
Title: Re: MegaMan 10 - More Playable Blues
Post by: HKLurch18 on January 13, 2010, 11:51:28 PM
Chill Man is...MR FREEZE!


I thought the exact same thing! =)

I also thought that TurboMan - 2 Wheels = NitroMan.
I have to admit that I like Nitro man though!

The other guys are great as well! As for Pump man, I think he really is one of the strangest RMs since Jewel Man :P
Title: Re: MegaMan 10 - More Playable Blues
Post by: ST Jestah on January 14, 2010, 01:23:25 AM
Pump Man: So he wasn't a pile of pipes? Well his design looks okay.
Strike Man: I was hoping he would be a baseball catcher-esque RM, but this good too...his chest is staring at me.
Solar Man: Looks good, but that head gear makes him look silly. >0<
Sheep Man: Still the most charming RM in this installment. ^-^
Nitro Man: I'm intrigued and dissapointed at the same time.
Commando Man: Still one of the favorites.

Chill Man & Blade Man:
Quote
Mr.Freeze and Roranoa Zoro
Personally, I think Blade looks awesome.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Dr. Wily II on January 14, 2010, 01:31:44 AM
HMMM... A water-style shield weapon? HMM...

Actually, those are pretty nifty designs, me likey.
And now, it's time to speculate the weakness cycle! XD
I'm going with...
Commando blasts away Chill freezes up Solar dries up Pump splashes Sheep shocks Nitro speeds past Strike curve balls Blade slices up Commando.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Flame on January 14, 2010, 01:39:22 AM
These bosses feel kinda empty(and sillier than usual) to me. I dont know, but Im just not feelin' it wit these.
We'll see how they work out in 10 itself.
Title: Re: MegaMan 10 - More Playable Blues
Post by: JG05 on January 14, 2010, 02:46:24 AM
Overall, I prefer the MM9 RM designs. 

Sheep Man- surprised to say that he is my favorite design, I really love his simple design and oddly endearing concept

Commando Man- as I said before, too Search Man-ish for me

Strike Man- my second favorite design, love the sports theme and the design

Blade Man- Sword Man-ish, but I like his design

Nitro Man- too Turbo Man-sh

Chill Man- like his design from what I see

Solar Man- like his design from what I can see

Pump Man- weakest in design from what I can see
Title: Re: MegaMan 10 - More Playable Blues
Post by: Irgendein on January 14, 2010, 02:50:08 AM
I like all of 'em. Particularly Blade Man & Chill Man.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Flame on January 14, 2010, 03:07:37 AM
I have to say, my favorite is Sheepy.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Yoku Man on January 14, 2010, 03:09:19 AM
I know I might get beat up by Phil for saying this, heh, but I like Nitro Man's concept too. Been too long since we saw another transformer Robot Master, a bike one is a nice addition. I'd like to see some fanart of Turbo Man and Nitro Man racing.
Title: Re: MegaMan 10 - More Playable Blues
Post by: DjKlzonez on January 14, 2010, 03:13:18 AM
I'd like to see some fanart of Turbo Man and Nitro Man racing.
And i'd like to see some fanart of TankMan scratching his head and CommandoMan just saying:''What? I'm the official one!''
That would be funny  >0< .
Title: Re: MegaMan 10 - More Playable Blues
Post by: borockman on January 14, 2010, 03:48:43 AM
Lol I have to say this will be a quite memorable RM lineup.

Pumpman: Not as bad as I thought, I thought it's gonna be closer to seahorse.
Strikeman: Lovely, but fastball as weapon? gotta wonder what kind of ball pitch megaman get? curve, knuckle, fast, risisng?
Chillman: I like it. I think we can destroy the ice for massive damage. 8D
Solarman: Hmm absorbing attack? might prove difficult for buster only challenge.
Blademan: The coolest out of bunch imo. Weapon: Triple slash.
Nitroman: When I heard nitro, I certainly didn't expect another transformers, a motorbike transformers!

But all in all, not bad, and I'm sure it will grow on me.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Galappan on January 14, 2010, 05:16:03 AM
Ooooh they were finally revealed...officially.

Pump Man - He is PUMP MAN! Indeed. I like the design. Reminds me of old water system in the province (http://thehotpotato.files.wordpress.com/2007/07/ting-and-antique-water-pump.jpg). He may look awful to others but maybe the get weapon might compensate it. I want Hydro Cannon! No to Hydro Barrier. >.>
Strike Man - a ball morphing robot (http://www.youtube.com/watch?v=koyL0_b99yQ)? Ball ramming attack? Still a refreshing boss idea.
Chill Man - His face looks like Centaur Man to me...that's all for now.
Solar Man - No Solar Panels? My least favorite design in the group.
Blade Man - Mr. Bushido!  XD No to Slash Wave Attack. I want Sword/Blade Throwing!
Nitro Man - A motorbike type? Crush that Gear Nitro Man! I still find him mysterious. I wonder what kind of weapon we will get?
Title: Re: MegaMan 10 - More Playable Blues
Post by: borockman on January 14, 2010, 06:16:28 AM
Clearer pic of em.

http://au.media.wii.ign.com/media/054/054796/imgs_1.html
Title: Re: MegaMan 10 - More Playable Blues
Post by: geekgo4 on January 14, 2010, 09:17:02 AM
I see that PumpMan has some long arms.
Title: Re: MegaMan 10 - More Playable Blues
Post by: kosmos on January 14, 2010, 09:28:09 AM
I don't like most of the RM sprites, it's like the artwork is to complicated in some cases to translate well into sprites. Right now I think they did a better job in MM9. What's up with Blade and Solar design?, lake of ideas or homage to the NP contest?.
Title: Re: MegaMan 10 - More Playable Blues
Post by: STM on January 14, 2010, 09:29:59 AM
And besides, Blade Man there has shown up in fan designs a number of times.
(http://www.rockmanpm.com/i/original/rockman8/bonusmode/bosspostcard29.png)

Apparently someone at IntiCreates was playing Mega Man 8 on the Sega Saturn (http://www.rockmanpm.com/?p=original/rockman8/bonusmode/bosspostcard) or something.

Or it's just that unoriginal of an idea. Seriously, most of these bosses are rather uninspired. Dare I say, they make the weaker of Mega Man 4-6's bosses look good.
Title: Re: MegaMan 10 - More Playable Blues
Post by: borockman on January 14, 2010, 09:34:50 AM
I don't like most of the RM sprites, it's like the artwork is to complicated in some cases to translate well into sprites. Right now I think they did a better job in MM9.

This I have to agree, especially regarding Nitroman. Where the hell is the yellow orb on his chest?
I like his motorcycle transformation though.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Rad Lionheart on January 14, 2010, 09:36:47 AM
Maybe I'll try a little drawing tomorrow, I've got Painter installed and my Tablet, and I'm feeling a little better than I was yesterday.
So which Robot Master should I draw? Already done Commando Man and Sheep Man.
Title: Re: MegaMan 10 - More Playable Blues
Post by: borockman on January 14, 2010, 09:41:16 AM
Strikeman!
Title: Re: MegaMan 10 - More Playable Blues
Post by: STM on January 14, 2010, 09:45:21 AM
As an umpire telling Mega Man he's OUTTA THERE.

Bonus points if he has a Yankees cap on.

(in before other baseball team/Mets)
Title: Re: MegaMan 10 - More Playable Blues
Post by: Rad Lionheart on January 14, 2010, 09:47:49 AM
Good idea, I think Strike Man will be the one, unless someone has a better idea for another Robot Master.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Protoman Blues on January 14, 2010, 09:58:44 AM
As an umpire telling Mega Man he's OUTTA THERE.

Bonus points if he has a Yankees cap on.

(in before other baseball team/Mets)

LoL, the Mets already have a 2010 injury, and the season hasn't even begun yet.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Sapphire✧9 on January 14, 2010, 10:04:43 AM
(http://www.rockmanpm.com/i/original/rockman8/bonusmode/bosspostcard29.png)

Apparently someone at IntiCreates was playing Mega Man 8 on the Sega Saturn (http://www.rockmanpm.com/?p=original/rockman8/bonusmode/bosspostcard) or something.

Or it's just that unoriginal of an idea. Seriously, most of these bosses are rather uninspired. Dare I say, they make the weaker of Mega Man 4-6's bosses look good.

(http://img508.imageshack.us/img508/5948/97177989.jpg)
Title: Re: MegaMan 10 - More Playable Blues
Post by: JG05 on January 14, 2010, 01:13:43 PM
Thanks Nebula, that ends any doubt I had as to how Blade Man was inspired. 
Title: Re: MegaMan 10 - More Playable Blues
Post by: KudosForce on January 14, 2010, 01:53:42 PM
Good idea, I think Strike Man will be the one, unless someone has a better idea for another Robot Master.

SPORTS, SPORTS, SPORTS! >U<

Er, I mean, go for it. ;) I really like Strike Man's design, I have to say.

That said,  XD at Pump Man's arms.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Dr. Wily II on January 14, 2010, 02:12:27 PM
Calling this now. XD
Commando blasts away Chill freezes up Solar dries up Pump splashes Sheep shocks Nitro speeds past Strike curve balls Blade slices up Commando.
Title: Re: MegaMan 10 - More Playable Blues
Post by: HKLurch18 on January 14, 2010, 02:52:42 PM
Blade cuts off Pump's rubber arms which extinguish Solar who melts Chill's Ice, which makes everything too cold for Strike Man too throw his curveball at the broad site of Commando Man who's brawn blasts nitro man to pieces which however are faster than Sheep Man's lightning which gets transfered easily through blade man's metal
Title: Re: MegaMan 10 - More Playable Blues
Post by: Night on January 14, 2010, 04:19:40 PM
blade shears sheep, duh....
Title: Re: MegaMan 10 - More Playable Blues
Post by: RMX on January 14, 2010, 04:21:42 PM
Goddamn I dislike Blade and Solar designs, the rest are good.

Where the hell is my second robot mistress, though?
Title: Re: MegaMan 10 - More Playable Blues
Post by: Zan on January 14, 2010, 04:28:19 PM
Quote
Where the hell is my second robot mistress, though?

Your second robot mistress is Roll-chan.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Night on January 14, 2010, 04:30:16 PM
Comet Woman!
Title: Re: MegaMan 10 - More Playable Blues
Post by: Blackhook on January 14, 2010, 04:35:10 PM
Your second robot mistress is Roll-chan.
It´s not the same since you won´t get a weapon from her
Title: Re: MegaMan 10 - More Playable Blues
Post by: Yllisos Zanon on January 14, 2010, 04:39:29 PM
I'll list my listing in order of possible weaknesses.

Blade Man, I think Capcom has been wanting to do him, Inticreates finally made him official.
Sheep Man, I feel is the most original design out of the group.
Nitro Man, another transforming freak, yes, I like alot.
Pump Man, I admit he looks goofy, but, I would like to see him in action.  He may proove to be one of the harder bosses.  
Solar Man, looks like a combination of Pharaoh Man and Top Man, I think he looks cool.
Chill Man, is probably my second favorite, a combination of Dynamo Man and Jewel Man.
Strike Man, has to be the boss that I would like to see in action first.  Unique design as well.
Commando Man, freak child of Napalm Man and Search Man, I like a lot.  Defenitely my favorite out the new bunch.

All in all, I like them all.  I personally would like to see them all in action, before I make fun of anyone of them.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Blackhook on January 14, 2010, 04:42:52 PM
All in all, I like them all.  I personally would like to see them all in action, before I make fun of anyone of them.
I know what you mena. I´ve made that mistake in MM4 with Bright Man..
Title: Re: MegaMan 10 - More Playable Blues
Post by: Flame on January 14, 2010, 10:02:17 PM
I don't like most of the RM sprites, it's like the artwork is to complicated in some cases to translate well into sprites. Right now I think they did a better job in MM9. What's up with Blade and Solar design?, lake of ideas or homage to the NP contest?.
this.
the sprites seem bland compared with the art... they are pretty weak.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Night on January 14, 2010, 10:15:55 PM
^

also agree, Some robot masters like blade man just seem too dull. His chest just seems like one color, and the two swords on his arms don't have the kind of detail that his head does. While others like commando man have things all wrong. His "vent" is too wide and the bolts on his chest are in the wrong place.

There are other reasons I don't like some of the sprites, but I think it's just because the silhouettes gave me an impression to their "stance", and I was disappointing to not have those impressions met.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Blackhook on January 14, 2010, 10:20:36 PM
I also agree on that...the only spot on sprite is sheep man....
Those RMs need to be resprited!......why did that sound familiar
Title: Re: MegaMan 10 - More Playable Blues
Post by: Zan on January 14, 2010, 10:24:04 PM
Completely disagreed with the above three posters, these bosses look much better in sprite form than they do in the art.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Irgendein on January 14, 2010, 10:25:20 PM
They seem fine to me.. (mostly because I could care less about how detailed the sprites are)
Title: Re: MegaMan 10 - More Playable Blues
Post by: Night on January 14, 2010, 10:29:05 PM
We're just picky...

It doesn't really matter how the sprites are made so long as the game play is good.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Flame on January 14, 2010, 10:47:44 PM
I really only dislike Blade and Nitro's sprites. Nitro in particular really needs to be resprited. he's a mess, and they gave his artwork too many details. His visor looks more like a had, and all that black of the handlebars and the wheel makes a mess...
blade, same as above, art has too many details, although his sprite has better proportions.

Posted on: January 14, 2010, 04:45:11 PM
(http://img46.imageshack.us/img46/3577/chilledman.gif)
Title: Re: MegaMan 10 - More Playable Blues
Post by: Fragman on January 15, 2010, 10:10:53 AM
HA I was surprised when I saw Magic Man in Megaman & Bass, and they're STILL using the rejects from Megaman 5.  Though good to see that Capcom never throws an idea away.  I still think one of them must have seen my design for Commandoman years ago, but that's just me feeding my ego.

Of course my favorite so far is Nitro.  Just like Turboman and Galaxyman I dig transformers.  I'm wondering what his weapon will be.  Possibly a giant wheel that runs along the ground.
Title: Re: MegaMan 10 - More Playable Blues
Post by: VixyNyan on January 15, 2010, 04:46:20 PM
(http://img46.imageshack.us/img46/3577/chilledman.gif)

That's from Tarbo-san's blog. >U< (http://tarbosan.blog66.fc2.com/blog-entry-1412.html)
Poor frozen Subaru. ^^;
Title: Re: MegaMan 10 - More Playable Blues
Post by: Acid on January 15, 2010, 04:56:33 PM
They're not the best RMs ever, but they're alright. And they look better in spriteform.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Splash on January 15, 2010, 05:24:36 PM
Chillman looks like tornadoman
Title: Re: MegaMan 10 - More Playable Blues
Post by: Cobalt on January 15, 2010, 06:19:29 PM
I am giving Capcom a thumbs up if PumpMan says "I AM GONNA PUMP YOU" before battle.

Also, but in the CoroCoro scans on the first post, the screenshot above ChillMan... is it just me seeing things, or can SolarMan turn into an [tornado fang]ing UFO? (an Aztec UFO to boot) If so, I think I might have a new favourite RM.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Blackhook on January 15, 2010, 06:22:32 PM
I am giving Capcom a thumbs up if PumpMan says "I AM GONNA PUMP YOU" before battle.
Will the attack he gives you..Hydro Pump?
Title: Re: MegaMan 10 - More Playable Blues
Post by: KudosForce on January 15, 2010, 06:31:25 PM
I am giving Capcom a thumbs up if PumpMan says "I AM GONNA PUMP YOU" before battle.

Sorry to shatter your dreams, but this is Mega Man 10, not 8. '>.>
Title: Re: MegaMan 10 - More Playable Blues
Post by: Dr. Wily II on January 15, 2010, 06:38:52 PM
Will the attack he gives you..Hydro Pump?
I prefer Hydro Cannon. 8D
Title: Re: MegaMan 10 - More Playable Blues
Post by: KudosForce on January 15, 2010, 07:08:25 PM
Capcom-Unity has recently posted sprites, pictures and biographies, for the MM10 RMs:

http://www.capcom-unity.com/jgonzo/blog/2010/01/14/presenting_the_mega_man_10_robot_masters (http://www.capcom-unity.com/jgonzo/blog/2010/01/14/presenting_the_mega_man_10_robot_masters)

Title: Re: MegaMan 10 - More Playable Blues
Post by: Dr. Wily II on January 15, 2010, 07:25:55 PM
Well, that was a fun look into their bios.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Blackhook on January 15, 2010, 07:32:14 PM
I like Strike Man´s bio...you don´t mess with him
Title: Re: MegaMan 10 - More Playable Blues
Post by: Sniper X on January 15, 2010, 07:32:43 PM
Chillman likes photography? Cool. >U<
Title: Re: MegaMan 10 - More Playable Blues
Post by: Blackhook on January 15, 2010, 07:35:54 PM
I would like to see arts of the RM´s doing their hobbies (Chill photographing, Blade talking about weapons while the people around him slowly ditch him, Strike Man sending people to the hospital etc.) :D
Title: Re: MegaMan 10 - More Playable Blues
Post by: KudosForce on January 15, 2010, 07:40:52 PM
That's something that I'd like to see.

That said, I'm amused by the fact that Commando Man gets to taste oil, from all over the world. Flame Man must be very jealous of him...bVd
Title: Re: MegaMan 10 - More Playable Blues
Post by: Satoryu on January 15, 2010, 07:59:31 PM
And Oil Man might be a bit creeped out.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Protoman Blues on January 15, 2010, 08:32:33 PM
(http://fast1.onesite.com/capcom-unity.com/user/jgonzo/0aa38650ac5d0846490246c3ebda93c5.jpg?v=259650)

A stadium batting-practice robot. He can throw just about any kind of pitch, but gets in a bad mood when he gives up too many hits. He was almost sent back to the factory for maintenance when he hit a batter he didn’t like with a pitch and put him in the hospital. Strike Man makes a big jump and hurls the hard fastball, “Rebound Striker”!

THIS IS THE GREATEST ROBOT MASTER BIO EVER.  EV-ER!
Title: Re: MegaMan 10 - More Playable Blues
Post by: Blackhook on January 15, 2010, 08:35:57 PM
(http://fast1.onesite.com/capcom-unity.com/user/jgonzo/0aa38650ac5d0846490246c3ebda93c5.jpg?v=259650)

A stadium batting-practice robot. He can throw just about any kind of pitch, but gets in a bad mood when he gives up too many hits. He was almost sent back to the factory for maintenance when he hit a batter he didn’t like with a pitch and put him in the hospital. Strike Man makes a big jump and hurls the hard fastball, “Rebound Striker”!

THIS IS THE GREATEST ROBOT MASTER BIO EVER.  EV-ER!
I´m glad that you agree aswell  owob
Title: Re: MegaMan 10 - More Playable Blues
Post by: Flame on January 15, 2010, 10:11:28 PM
(http://fast1.onesite.com/capcom-unity.com/user/jgonzo/0aa38650ac5d0846490246c3ebda93c5.jpg?v=259650)

A stadium batting-practice robot. He can throw just about any kind of pitch, but gets in a bad mood when he gives up too many hits. He was almost sent back to the factory for maintenance when he hit a batter he didn’t like with a pitch and put him in the hospital. Strike Man makes a big jump and hurls the hard fastball, “Rebound Striker”!

THIS IS THE GREATEST ROBOT MASTER BIO EVER.  EV-ER!
Oh lawl, I agree.
HA I was surprised when I saw Magic Man in Megaman & Bass, and they're STILL using the rejects from Megaman 5. 
Magicman was designed by Yoshihiro Iwamoto.
Title: Re: MegaMan 10 - More Playable Blues
Post by: VixyNyan on January 15, 2010, 10:59:14 PM
I resprited these (as best as I could) from the JPG pictures. ^^

(http://lol.rockmanpm.com/VixyNyanFC.gif) !       (http://lol.rockmanpm.com/R10SheepMan.gif) (http://lol.rockmanpm.com/R10CommandoMan.gif) (http://lol.rockmanpm.com/R10StrikeMan.gif) (http://lol.rockmanpm.com/R10BladeMan.gif) (http://lol.rockmanpm.com/R10NitroMan.gif) (http://lol.rockmanpm.com/R10PumpMan.gif) (http://lol.rockmanpm.com/R10SolarMan.gif) (http://lol.rockmanpm.com/R10ChillMan.gif)

(http://lol.rockmanpm.com/VixyNyanFC2x.gif) !       (http://lol.rockmanpm.com/R10SheepMan2x.gif) (http://lol.rockmanpm.com/R10CommandoMan2x.gif) (http://lol.rockmanpm.com/R10StrikeMan2x.gif) (http://lol.rockmanpm.com/R10BladeMan2x.gif) (http://lol.rockmanpm.com/R10NitroMan2x.gif) (http://lol.rockmanpm.com/R10PumpMan2x.gif) (http://lol.rockmanpm.com/R10SolarMan2x.gif) (http://lol.rockmanpm.com/R10ChillMan2x.gif)

More here~ (http://forum.rockmanpm.com/index.php?topic=12.msg197508#msg197508)
Title: Re: MegaMan 10 - More Playable Blues
Post by: Protoman Blues on January 15, 2010, 11:02:15 PM
Awwwwww!
Title: Re: MegaMan 10 - More Playable Blues
Post by: DjKlzonez on January 15, 2010, 11:40:42 PM
Chillman looks like tornadoman
really? i didn't know that! >w<
Title: Re: MegaMan 10 - More Playable Blues
Post by: RMX on January 16, 2010, 01:38:27 AM
Strike man takes [parasitic bomb] from no one
Title: Re: MegaMan 10 - More Playable Blues
Post by: LightningKitsune on January 16, 2010, 02:59:06 AM
Chillman and Tornadoman. Clone or Long-lost brother? You be the judge.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Dr. Wily II on January 16, 2010, 03:43:43 AM
Strike Man, the prototype Maverick. 8D
Title: Re: MegaMan 10 - More Playable Blues
Post by: Night on January 16, 2010, 03:45:27 AM
So, does this make strike man the first robot to willfully break the first rule of robotics?
Title: Re: MegaMan 10 - More Playable Blues
Post by: VixyNyan on January 16, 2010, 03:49:36 AM
Injury or death to a human being? One of them is more rule-breaking than the other. o.o
Title: Re: MegaMan 10 - More Playable Blues
Post by: borockman on January 16, 2010, 04:04:48 AM
Hoo nice RM bio!

Strike man just got GOD Tier.  8D
Title: Re: MegaMan 10 - More Playable Blues
Post by: Rad Lionheart on January 16, 2010, 04:06:11 AM
Oh yeah, I forgot to draw Strike Man.
I'll get on that, tomorrow.
Title: Re: MegaMan 10 - More Playable Blues
Post by: AquaTeamV3 on January 16, 2010, 04:14:28 AM
(http://lol.rockmanpm.com/R10ChillMan2x.gif)
Avatar'd!

I love Chill Man and Strike Man's bios though.  Chill Man just loves to chill (*gets hit by tomato*), and has a has a liad-back lifestyle, what with posting nature pics on the web.  Strike just has some hilarious anger issues, though!  XD
Title: Re: MegaMan 10 - More Playable Blues
Post by: The Great Gonzo on January 16, 2010, 04:15:51 AM
You don't [tornado fang] with Strikeman.

Foreshadowing of his possible That One Boss (http://tvtropes.org/pmwiki/pmwiki.php/Main/ThatOneBoss) status?
Title: Re: MegaMan 10 - More Playable Blues
Post by: VixyNyan on January 16, 2010, 04:17:37 AM
Avatar'd!

Yay~ ^^ Nebula saw me work on each sprite bit by bit, and I finally posted them.

Took me a good hour. x3
Title: Re: MegaMan 10 - More Playable Blues
Post by: MexicanSunflower on January 16, 2010, 05:33:07 AM
Loving Strike Man's sprite, he may be my favorite from the game so far! Blade man and Chill man have pretty badass sprites to, but Nitro Man doesn't really seem to work for me. I understand he's a motorbike and all, but his body structure isn't all that appealing to look at...

This is great though, I'm so glad Capcom put out these new pictures! owob
Title: Re: MegaMan 10 - More Playable Blues
Post by: X-3 on January 16, 2010, 10:04:36 PM
None of the designs stick out in my mind, yet none are really that bad. I'll have to see them in action before fully judging them.

That ChillMan/TornadoMan resemblance is just creepy. I can now imagine Tornado man stopping a duel by shouting "STOP PLEASE! BROTHA PLEASE!"
Title: Re: MegaMan 10 - More Playable Blues
Post by: Dexter Dexter on January 18, 2010, 04:02:32 AM
Chill Man looks more like an icy Dynamo Man to me... :\
Also, Blade Man looks like a shark, :\ and Strike Man is a kickass name. owob

ALSO: Pump Man=Dive Man... well, almost.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Yllisos Zanon on January 18, 2010, 04:29:29 AM
I agree with X-3, I would rather see the RMs before making fun of anyone.

I want to start talking about the third new playable character.  According to IGN, Bass, Roll, Duo, another RM, Dr. Light and X are all possibilities.  They each have decent reasons.

I myself, would like to see a new hero.  Dr. Cossack and Kalinka have not made an appearance for awhile, chances say they could have made a new robot in that time.  A robot to help Mega Man find a cure.

If not that, my fingers are crossed for Duo.  Mainly because of his unique fighting style.
Title: Re: MegaMan 10 - More Playable Blues
Post by: LightningKitsune on January 18, 2010, 08:30:29 PM
According to IGN, Bass, Roll, Duo, another RM, Dr. Light and X are all possibilities.  They each have decent reasons.

 ::)
Title: Re: MegaMan 10 - More Playable Blues
Post by: Blaze Yeager on January 18, 2010, 08:37:35 PM
::)
Agreed.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Zan on January 18, 2010, 08:59:31 PM
Quote
Dr. Cossack and Kalinka have not made an appearance for awhile, chances say they could have made a new robot in that time.

Duo was originally supposed to have been that robot.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Blaze Yeager on January 18, 2010, 09:12:02 PM
Duo was originally supposed to have been that robot.
That's what was said,if they do come back however....Kaklina is probably 20,Cossack's probably in his late 40's

Duo,I'd love to see a return (But he'll be in my fangame) in the Mainstream of titles...Now if he were to return,he'd probably be a NPC
Title: Re: MegaMan 10 - More Playable Blues
Post by: Flame on January 18, 2010, 10:08:28 PM
You don't [tornado fang] with Strikeman.

Foreshadowing of his possible That One Boss (http://tvtropes.org/pmwiki/pmwiki.php/Main/ThatOneBoss) status?
who would be woodman?
Title: Re: MegaMan 10 - More Playable Blues
Post by: CyberXIII on January 22, 2010, 04:38:50 PM
I dunno, Flame, who's the shield guy this time?

Anywho, Blade man reminds me of Gigan.

Sheep Man looks hilariously awesome.

Pump Man...nah, not going there.  (Hint: Hard Man)

Commando Man looks like the lovechild of Napalm Man and Search Man.

Solar Man is an awesome concept, but didn't we have something similar with a certain Egyptian?

Strike Man is downright cool.  Finally, a robot with the stones to hit a human.

Chill Man looks familiar....and no, not because of Tornado Man.  I'm not sure where I saw his face...
Title: Re: MegaMan 10 - More Playable Blues
Post by: Blackhook on January 22, 2010, 04:46:36 PM
It seems Pump Man has the shield weapon....
Title: Re: MegaMan 10 - More Playable Blues
Post by: Sniper X on January 22, 2010, 05:09:45 PM
Am I the only one who like Pumpman? ._.
I like Chillman also.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Night on January 22, 2010, 05:10:53 PM
I like pump man :3
Title: Re: MegaMan 10 - More Playable Blues
Post by: Yllisos Zanon on January 22, 2010, 05:42:06 PM
Pump Man has Clown Man like arms, which is kind of cool.

I suspect there will be two new characters, one of them will be the third new character.  The other will be some alien menace, hence the title of the game.

Does anyone have any other suspects behind the Robotenza.  Besides Wily pulling a hoax of course.
Title: Re: MegaMan 10 - More Playable Blues
Post by: CyberXIII on January 22, 2010, 06:00:22 PM
Oh please.

It's ALWAYS Albert.

Even that one time he wasn't the final boss, it was still him behind everything.

If Wily isn't behind all this then I'm Ridley.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Blackhook on January 22, 2010, 06:55:21 PM
In SAR La Moon was behind everything
Title: Re: MegaMan 10 - More Playable Blues
Post by: Blaze Yeager on January 22, 2010, 07:19:47 PM
Oh please.

It's ALWAYS Albert.

Even that one time he wasn't the final boss, it was still him behind everything.

If Wily isn't behind all this then I'm Ridley.
I Had a Vision,Of Wily in MM10...and i think he'll be the final boss (The Wily Machine Resembles MMPB&F One with Mixtures of others)
Title: Re: MegaMan 10 - More Playable Blues
Post by: Night on January 22, 2010, 07:47:48 PM
In SAR La Moon was behind everything

sailor moon?
Title: Re: MegaMan 10 - More Playable Blues
Post by: KudosForce on January 22, 2010, 07:51:43 PM
sailor moon?

No, no, no. :P It's Ra Moon, not La Moon.

By the way, it was a super-computer that Albert tried to use for his own ends, only to have it turn on him.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Night on January 22, 2010, 07:57:07 PM
oh, sorry I thought you said sailor...
Title: Re: MegaMan 10 - More Playable Blues
Post by: Blackhook on January 22, 2010, 08:01:41 PM
I always mix up the spelling... -_-
Title: Re: MegaMan 10 - More Playable Blues
Post by: LightningKitsune on January 22, 2010, 11:11:09 PM
Oh please.

It's ALWAYS Albert.

Even that one time he wasn't the final boss, it was still him behind everything.

If Wily isn't behind all this then I'm Ridley.

Hi Ridley! I'm Hyper Beam!

I would be shocked if it wasn't him.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Blaze Yeager on January 22, 2010, 11:19:46 PM
Man if this game pulls a reverse Micheal Jackson on me i'll Chase Inafune with an axe (Jk)
Title: Re: MegaMan 10 - More Playable Blues
Post by: Dexter Dexter on January 22, 2010, 11:26:20 PM
Strike Man will demand a decent paycheck and better working conditions. 8D
What if Wily is pulling off the same thing he did in MM5(GB)? He covers up the incident to make it look like it came from outer space. Does that sound feasible?
Title: Re: MegaMan 10 - More Playable Blues
Post by: KudosForce on January 22, 2010, 11:40:49 PM
Strike Man will demand a decent paycheck and better working conditions. 8D
What if Wily is pulling off the same thing he did in MM5(GB)? He covers up the incident to make it look like it came from outer space. Does that sound feasible?

Given the Japanese subtitle...That may possibly be the case.

Though, I did notice that the thing broken behind him, on one of the cutscene screenshots, is his saucer...
Title: Re: MegaMan 10 - More Playable Blues
Post by: Galappan on January 28, 2010, 12:28:43 PM
Oh please.

It's ALWAYS Albert.

Even that one time he wasn't the final boss, it was still him behind everything.

If Wily isn't behind all this then I'm Ridley.
Well who knows maybe we will have another SunStar.

Maybe the Robotenza Virus mutates & turns into an Alien/ Space Rockman?

reference: Metroid Fusion & Space Godzilla. ^^;
Title: Re: MegaMan 10 - More Playable Blues
Post by: CyberXIII on January 28, 2010, 06:26:29 PM
Well who knows maybe we will have another SunStar.

Maybe the Robotenza Virus mutates & turns into an Alien/ Space Rockman?

reference: Metroid Fusion & Space Godzilla. ^^;

Well, there's no black holes around, so I doubt that.

And the virus couldn't make an Space Mega Man without a sample of his body.
Title: Re: MegaMan 10 - More Playable Blues
Post by: VixyNyan on February 03, 2010, 07:35:14 PM
Go back to the Live Webcast. You can hear that it's not the Trailer song. ^^;

Anyway...

(http://img687.imageshack.us/img687/494/42856771.jpg)
http://game.watch.impress.co.jp/docs/news/20100118_343141.html

(http://img28.imageshack.us/img28/273/gv2m36azc5y52rl6rxwd5vm.jpg)
http://www.famitsu.com/game/news/1231475_1124.html

(http://img208.imageshack.us/img208/1543/dol230661020.jpg)
http://gamez.itmedia.co.jp/games/articles/1001/25/news066.html
Title: Re: MegaMan 10 - More Playable Blues
Post by: Waifu on February 04, 2010, 02:07:15 AM
Nice screens, I hope to get my hands on that game one day.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Dexter Dexter on February 04, 2010, 02:19:53 AM
My ass is probably going to get kicked more often in 10 than in 9. You know, now that I think about it, screw the female RMs and all else I mentioned that was not featured in MM10! This just might be more kickass than 9... -_-
The more I listen to the Trailer's theme song, I'm gonna say that it's CommandoMan's stage theme.
I don't think that's going to be likely... It doesn't sound like it goes with a dry, arid environment...
Title: Re: MegaMan 10 - More Playable Blues
Post by: Blaze Yeager on February 04, 2010, 09:31:02 PM
Blade Man's Theme Reminds Me of a Certain MM6 Boss....And i went to JP and Played the Demo there....i Beat the Stages in no time...And When's it gonna be released again?

I think it'll be Either Mar.1,8,or 15
Title: Re: MegaMan 10 - More Playable Blues
Post by: Frenger on February 11, 2010, 09:50:23 PM
I love Pump Man.. for some reason. Theres something cool about him and his stage. I also tink Nitro Man, Strike Man, Chill Man and Sheep Man are very cool robot masters. I don't like the rest of the bosses. Blade Man and Solar Man are just.. awful.
Late edit: But i guess i will get used to Solar and Blade Man aswell. I'm really looking forward this game.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Splash on February 19, 2010, 03:53:48 PM
http://www.youtube.com/watch?v=1EUzKQ6JJO8&feature=channel
I don't like mugshot and music here..
Title: Re: MegaMan 10 - More Playable Blues
Post by: Acid on February 19, 2010, 04:00:06 PM
Sheep Man's and Pump Man's mugshots look kinda off. I'm OK with the rest though

But wow... I totally like Pump Man's theme
Title: Re: MegaMan 10 - More Playable Blues
Post by: Splash on February 19, 2010, 04:04:46 PM
Maybe mugshots will be changed...But music
Oh My God...I liked all tracks in RM9..but here...
Title: Re: MegaMan 10 - More Playable Blues
Post by: Blackhook on February 19, 2010, 04:05:31 PM
Mets now have purple bullets?
Title: Re: MegaMan 10 - More Playable Blues
Post by: Acid on February 19, 2010, 04:06:26 PM
Maybe mugshots will be changed...But music
Oh My God...I liked all tracks in RM9..but here...

I don't think it's so bad.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Splash on February 19, 2010, 04:11:41 PM
Quote
Mets now have purple bullets?[/quote
Maybe only on Pump's level
Quote
I don't think it's so bad.
Well..we have other 4 RM,boss theme and wily stages
Title: Re: MegaMan 10 - More Playable Blues
Post by: Dr. Wily II on February 19, 2010, 04:13:29 PM
Slug Mets. :3
Also, I like the new Stage Start, with the RM's jumping in.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Splash on February 19, 2010, 04:19:35 PM
Quote
Also, I like the new Stage Start, with the RM's jumping in.
http://www.youtube.com/watch?v=7QFOm3ZMMEs
Similar from MM III GB
Title: Re: MegaMan 10 - More Playable Blues
Post by: Dr. Wily II on February 19, 2010, 04:22:04 PM
Similar yes.
But, it's still awesome to see this.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Blackhook on February 19, 2010, 04:22:30 PM
It looks cooler to see them all on the same screen
Title: Re: MegaMan 10 - More Playable Blues
Post by: KudosForce on February 19, 2010, 04:51:01 PM
Boy, some of the tracks are subdues, so far. :\

But, I do like Blade Man's theme. owob

That said, I like boss selection screen, boss intro screen and the new intro theme remix.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Sapphire✧9 on February 19, 2010, 04:57:02 PM
You guys dont even understand anything about the music. Rockman 9 felt good because all of its music was action-based. Which had no feeling at all. Ambient music is always better for videogames. Mario and Zelda games have thousands of ambient music but when Rockman uses some they are all called 'bad'. But I laugh at graphics because they couldnt even do what we could do ourselves.

The game is above 8bit rules during cutscenes and below during stages lol. Stage Select mugshots are really bad.

But as for music, it has much more meaning than RM9 had for music. The ambient music makes up for the emotion overall. This is why I love Zero's, ZX's and Legends' music more than any Rockman series.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Splash on February 19, 2010, 05:16:19 PM
Well..Everyone has his own musical taste
Title: Re: MegaMan 10 - More Playable Blues
Post by: Frenger on February 19, 2010, 05:20:29 PM
I think the music in Mega Man 9 is very good. Concrete Man's stage, Galaxy Man, Hornet Man, Magma Man, Tornado Man, We are the Robot's, Flash in the dark.. and so on. The music is something they really managed to do well. As long as the soundtracks are good, i don't care if they are ambient to the stage or not. The best thing is if they manage to combine both. I like Pump Man's theme, it sounds great.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Splash on February 19, 2010, 06:48:12 PM
Well..and why metools in pump's stage is so UGLY?
Title: Re: MegaMan 10 - More Playable Blues
Post by: VixyNyan on February 19, 2010, 06:51:21 PM
They are Rockman 1 Mets that can move left and right any way they want. >U<
Title: Re: MegaMan 10 - More Playable Blues
Post by: HyperSonicEXE on February 19, 2010, 06:53:06 PM
The last time I heard ambient music was in the MMZ and MMZX series.

Yeah, ask me to hum or whistle them.
[spoiler]I don't remember any of those songs.[/spoiler]
Title: Re: MegaMan 10 - More Playable Blues
Post by: Splash on February 19, 2010, 07:03:58 PM
http://www.youtube.com/watch?v=KzAZRcwOL0U
0:16
Look at his Eyes...
0:47
Climbing on cellings? I think, that is...slug met?
Title: Re: MegaMan 10 - More Playable Blues
Post by: Sapphire✧9 on February 19, 2010, 07:06:10 PM
The last time I heard ambient music was in the MMZ and MMZX series.

Yeah, ask me to hum or whistle them.
[spoiler]I don't remember any of those songs.[/spoiler]

Thats because you're not used to ambient music.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Acid on February 19, 2010, 07:15:24 PM
This debate is stupid.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Jericho on February 19, 2010, 07:29:21 PM
This debate is stupid.

Tell me about it. XD

Do you guys even like games really? As a whole that is.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Satoryu on February 19, 2010, 07:39:31 PM
Ambient music is always better for videogames.

That's the dumbest thing I've heard.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Dexter Dexter on February 19, 2010, 07:40:07 PM
Speaking of music, I don't know if anybody cares, but I have narrowed down the possibilities in which stage the trailer music plays, could be either Nitro Man or Solar Man. Feel free to add to this or ignore it. Heh. :\
Title: Re: MegaMan 10 - More Playable Blues
Post by: Sapphire✧9 on February 19, 2010, 07:50:00 PM
It is going to be Nitro Man I think. It fits the stage well.
Title: Re: MegaMan 10 - More Playable Blues
Post by: VixyNyan on February 19, 2010, 07:57:34 PM
If it was Nitro Man, it would be the best track in the whole game, no contest. XD
Title: Re: MegaMan 10 - More Playable Blues
Post by: Splash on February 19, 2010, 08:04:30 PM
Well..We have Pump's track, Chill's, Sheep's, Blade's and Strike's... It can be or Nitro, or Commando, or Solar.. Or wily...or IDK.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Frenger on February 19, 2010, 08:24:26 PM
I hope the trailer music is playing at Wily's Castle stage 1. Would be awesome. =)
Title: Re: MegaMan 10 - More Playable Blues
Post by: HyperSonicEXE on February 19, 2010, 08:42:41 PM
I hope the trailer music is playing at Wily's Castle stage 1. Would be awesome. =)

I think this.

'Cause the trailer music is awesome.
Title: Commando Man Music (MegaMan 10 - More Playable Blues)
Post by: VixyNyan on February 19, 2010, 09:00:44 PM
or Commando

No, it's NOT Commando Man. It was revealed in Capcom Unity's Birthday Live Webcast. >U<

Posted on: February 19, 2010, 20:43:07
Here's Commando Man stage (http://lol.rockmanpm.com/R10 Commando Man Live Webcast.mp3)
Title: Re: MegaMan 10 - More Playable Blues
Post by: Sapphire✧9 on February 19, 2010, 10:01:44 PM
Waaa~ Commando's theme is awasome cant wait to here pure quality of it.
Title: Re: MegaMan 10 - More Playable Blues
Post by: KudosForce on February 19, 2010, 11:11:21 PM
You know, I realized that,  it makes sense that Chill man's theme is ambient; he's a nature photographer!

It'll take me a while to get used to his and Pump Man's themes, though.

Among all the background noise of the webcast, Commando man's theme sounds pretty nice, rather. :D

That said, here's the intro:

http://www.youtube.com/watch?v=_siwi4Hp04Q&feature=related (http://www.youtube.com/watch?v=_siwi4Hp04Q&feature=related)
Title: Re: MegaMan 10 - More Playable Blues
Post by: DjKlzonez on February 19, 2010, 11:18:02 PM
Chillman stage music is better for a Starforce game, in my opinion 8U
Title: Re: MegaMan 10 - More Playable Blues
Post by: Irgendein on February 19, 2010, 11:23:35 PM
I'm fine with all the music. You people are just picky.
Title: Re: MegaMan 10 - More Playable Blues
Post by: VixyNyan on February 20, 2010, 12:09:20 AM
I'm fine with all the music. You people are just picky.

What Irgy said. ^^

Posted on: February 19, 2010, 05:28:22 PM
(http://lol.rockmanpm.com/megaman10stageselect.jpg)

If anyone wants to play around with this screen or just look at it, you can do that. x3
Title: Re: MegaMan 10 - More Playable Blues
Post by: Mirby on February 20, 2010, 12:14:20 AM
*looks at screen*

Chill Man looks like he's wearing a face visor.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Dexter Dexter on February 20, 2010, 12:30:36 AM
*also looks at screen*
Solar Man looks as if he has a head of hair.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Rad Lionheart on February 20, 2010, 12:32:00 AM
I am picky about music.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Alice in Entropy on February 20, 2010, 12:58:26 AM
I'm fine with all the music. You people are just picky.

This.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Waifu on February 20, 2010, 03:56:45 AM
No need to worry about the music, Mega Man always some awesome tunes.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Dexter Dexter on February 20, 2010, 04:09:31 AM
You know, Mega Man 10 looks like an 8-bit game, but it certainly doesn't feel like an 8-bit game. Might be the music. :\
Title: Re: MegaMan 10 - More Playable Blues
Post by: Irgendein on February 20, 2010, 04:15:20 AM
it certainly doesn't feel like an 8-bit game. Might be the music. :\
They're chiptunes, what more do you want?
Title: Re: MegaMan 10 - More Playable Blues
Post by: Rad Lionheart on February 20, 2010, 04:47:34 AM
It's the amount of content it's showing off that makes it feel less like an NES game.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Dexter Dexter on February 20, 2010, 04:50:26 AM
That might be the case... or it may be that Capcom kind of broke the status quo of all their 8-bit Mega Man games somehow. I can't explain it.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Irgendein on February 20, 2010, 04:53:44 AM
You mean like, that the "returning to retro" didn't turn out to be a one time thing like most expected?
Title: Re: MegaMan 10 - More Playable Blues
Post by: Dexter Dexter on February 20, 2010, 04:56:25 AM
It's more like Capcom tried to return to its roots, but the result was completely different.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Alice in Entropy on February 20, 2010, 04:57:29 AM
The more I see of this game, the more I'm convinced it's going to be lots of fun. I love these new mini-bosses and stage tricks, very clever and unique.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Irgendein on February 20, 2010, 04:58:26 AM
It's like Capcom tried to return to its roots, but the result was completely different.
You've lost me.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Dexter Dexter on February 20, 2010, 05:00:13 AM
So you're saying that Capcom tried not to make MM10 "retro", is that it?

Also, my assumption was that Capcom tried to go retro once more, but some did not perceive MM10 as so.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Irgendein on February 20, 2010, 05:01:26 AM
No. I'm just easily confused
Title: Re: MegaMan 10 - More Playable Blues
Post by: Alice in Entropy on February 20, 2010, 05:01:57 AM
So you're saying that Capcom tried not to make MM10 "retro", is that it?

Isn't that basically what you were just implying?
Title: Re: MegaMan 10 - More Playable Blues
Post by: Dexter Dexter on February 20, 2010, 05:03:14 AM
Also, my assumption was that Capcom tried to go retro once more, but some did not perceive MM10 as so.
Actually, no.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Galappan on February 20, 2010, 07:43:23 AM
I hope the trailer music is playing at Wily's Castle stage 1. Would be awesome. =)

I think this.

'Cause the trailer music is awesome.

Rockman 10 Trailer Music (http://www.ep-melody.com/MP3/arr/thr14.mp3) is awesome indeed.
- Azell (http://www.ep-melody.com/)

I'm almost 99% sure it's a fortress theme. There's no way it's not.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Blaze Yeager on February 20, 2010, 04:36:39 PM
I Overheard that it was a Fortress theme...but Meh...
Title: Re: MegaMan 10 - More Playable Blues
Post by: lizardcommando on February 20, 2010, 04:38:09 PM
Overheard from who? No one?
Title: Re: MegaMan 10 - More Playable Blues
Post by: Blaze Yeager on February 20, 2010, 04:43:13 PM
Overheard from who? No one?
Speculation from a friend.
Title: Re: MegaMan 10 - More Playable Blues
Post by: NintendoWarrior on February 28, 2010, 08:41:21 AM
I love the stage select screen.
Title: Re: MegaMan 10 - More Playable Blues
Post by: VixyNyan on March 01, 2010, 03:42:26 PM
Trailer Theme = Nitro Man Stage (http://www.inside-games.jp/advertising/rockman1003/musicplayer.html)

Posted on: March 01, 2010, 15:35:52
All 4 songs ripped~ (http://lol.rockmanpm.com/R10InsideGames/)
Title: Re: MegaMan 10 - More Playable Blues
Post by: KudosForce on March 01, 2010, 03:47:06 PM
For some reason, MM10 isn't on the Wii Shop Channel yet, over here, in Canada.

What in blazes? o-O
Title: Re: MegaMan 10 - More Playable Blues
Post by: Blackhook on March 01, 2010, 03:48:37 PM
Still? That´s weird
Title: Re: MegaMan 10 - More Playable Blues
Post by: Night on March 01, 2010, 03:58:06 PM
I didn't see it either...
Title: Re: MegaMan 10 - More Playable Blues
Post by: HyperSonicEXE on March 01, 2010, 04:00:50 PM
Well it's not up in the U.S.

Doesn't the shop channel update at like 11am, CST?
Title: Re: MegaMan 10 - More Playable Blues
Post by: KudosForce on March 01, 2010, 04:11:35 PM
Well it's not up in the U.S.

Doesn't the shop channel update at like 11am, CST?

Well, I have Eastern Time, here. Does that count?

Oh well, I'll go take a walk and blow off some steam...:|
Title: Re: MegaMan 10 - More Playable Blues
Post by: Splash on March 01, 2010, 04:59:22 PM
Maybe today game will came out only for japanese?
Title: Re: MegaMan 10 - More Playable Blues
Post by: Blackhook on March 01, 2010, 05:07:20 PM
Maybe today game will came out only for japanese?
The Japaneese version will come out on the 11th
Title: Re: MegaMan 10 - More Playable Blues
Post by: Satoryu on March 01, 2010, 05:11:31 PM
America updates Virtual Console and Wiiware titles Mondays at Noon Eastern. So we got less than an hour to go.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Splash on March 01, 2010, 05:12:34 PM
http://www.themmnetwork.com/2010/02/28/capcom-of-japan-announces-release-dates-for-rockman-10/
....
Title: Re: MegaMan 10 - More Playable Blues
Post by: VixyNyan on March 01, 2010, 05:15:12 PM
I know, I'm sad too. O^O
Title: Re: MegaMan 10 - More Playable Blues
Post by: HyperSonicEXE on March 01, 2010, 05:17:54 PM
America updates Virtual Console and Wiiware titles Mondays at Noon Eastern. So we got less than an hour to go.

Good, 'cause I just realized, I'm out of Red Bull!

I can't make my Blue Bomber mixed drink without Red Bull!

BRFreakingB!
*zooms off*
Title: Re: MegaMan 10 - More Playable Blues
Post by: Splash on March 01, 2010, 05:19:05 PM
Stop.. That means... American version will came out earlier, then Japan? ( Like i remember, similar was with X8)
Title: Re: MegaMan 10 - More Playable Blues
Post by: Dexter Dexter on March 01, 2010, 05:21:09 PM
America updates Virtual Console and Wiiware titles Mondays at Noon Eastern. So we got less than an hour to go.
OH LORD. Come on, Father Time, get your ass in gear already! I WANT MY MM10, GODDAMNIT.
Title: Re: MegaMan 10 - More Playable Blues
Post by: KudosForce on March 01, 2010, 05:38:10 PM
America updates Virtual Console and Wiiware titles Mondays at Noon Eastern. So we got less than an hour to go.

Good to know, because I've checked the channel 3 times already...-_-

Stop.. That means... American version will came out earlier, then Japan? ( Like i remember, similar was with X8)

You got it! 8) Fantastic, right?

OH LORD. Come on, Father Time, get your ass in gear already! I WANT MY MM10, GODDAMNIT.

I share your sentiment, there! It better come while I eat lunch! :W

But still, as a certain crimson-jacketed otaku once said: "Gamers have no patience...Or, at least, that's what my friend Bishop says."
Title: Re: MegaMan 10 - More Playable Blues
Post by: Blackhook on March 01, 2010, 05:46:27 PM
Yep, and we all know how his friend ended
Title: Re: MegaMan 10 - More Playable Blues
Post by: HyperSonicEXE on March 01, 2010, 06:00:54 PM
BAH! Patience is for Mega Man 2 bosses and Mega Man 5 stages!

I've got my E-Can ready! Full of Blue Bomber and has the ol' E-Koozie wrapped around it!

In the words of OVA Rockman,
"I'M READY FOR IT!"
Title: Re: MegaMan 10 - More Playable Blues
Post by: Dexter Dexter on March 01, 2010, 06:03:06 PM
You guys, it looks like I'm going to have to wait a little longer. My father's hogging the TV so he can see Papillon on DVD.

You're gonna have to go on without me... :'(
Title: Re: MegaMan 10 - More Playable Blues
Post by: HyperSonicEXE on March 01, 2010, 06:08:07 PM
TELL HIM TO WATCH GREY POUPON ON HIS COMPUTER! O:<

IT'S TIME TO ROCK!

Posted on: March 01, 2010, 11:04:43 AM
It's up! Rock on, people!
Title: Re: MegaMan 10 - More Playable Blues
Post by: VixyNyan on March 01, 2010, 06:09:41 PM
http://www.justin.tv/NMario84/
Title: Re: MegaMan 10 - More Playable Blues
Post by: Blackhook on March 01, 2010, 06:09:51 PM
Well, good luck people. Find out who is behind the attack! (lol it´s going to be a suprise :P)
Title: Re: MegaMan 10 - More Playable Blues
Post by: Dexter Dexter on March 01, 2010, 06:11:17 PM
TELL HIM TO WATCH GREY POUPON ON HIS COMPUTER! O:<
I don't know why, but that [parasitic bomb] cracked me up.

But anyway, yeah, FINISH YOUR SHITTY MOVIE, I WANT MY MM10
Title: Re: MegaMan 10 - More Playable Blues
Post by: HyperSonicEXE on March 01, 2010, 06:13:49 PM
1-Up: 20 Screws
E-Can: 30 Screws
W-Can: 30 Screws
M-Can: 50 Screws
Guard Power Up: 50 Screws
Eddie Call: 10 Screws
Beat Call: 20 Screws
Shock Guard: 20 Screws
Energy Balancer: 100 Screws
Book of Hairstyles: 20 Screws

Rockman 10 Source Gathering, lol

EDIT:
WHEEL CUTTER does 2 points to Strike Man! I think it's his weakness!
Title: Re: MegaMan 10 - More Playable Blues
Post by: Blackhook on March 01, 2010, 06:36:49 PM
Damn it, I was thrown away from the stream, and Nitro is the boss !
Title: Re: MegaMan 10 - More Playable Blues
Post by: geekgo4 on March 01, 2010, 06:40:12 PM
Stop.. That means... American version will came out earlier, then Japan? ( Like i remember, similar was with X8)
Why did North America get this game first?
Title: Re: MegaMan 10 - More Playable Blues
Post by: Solar on March 01, 2010, 06:45:12 PM
We got 9 first too, but that time was mostly because the American VC updates first.Oh, and please guys, spoiler the boss weaknesses >.>

Oh, and I've heard that supposedly Bass Mode will be DLC, can anyone confirm? If true then it was really expected, but I honestly wanted Duo.
Title: Re: MegaMan 10 - More Playable Blues
Post by: HyperSonicEXE on March 01, 2010, 06:51:17 PM
This game is brutal in some ways, but the stages are very Mega Man 2-esque. Generally easy, though there's a few nefarious points. And there are some stages that are just heck; Nitro Man's would be that stage...

NITRO MAN STAGE
You've had 10 games to get your jumping perfected, and you'll need it, because Nitro Man's trucks are EVIL:
Wave 1: Here's your introductory course; time your jump as you go right, trucks headed left.
Wave 2: Okay, now the trucks are heading right! Now time your jump again, but at least you can take a ride.
Wave 3: Now, let's really mess things up. Now the left-bound trucks have a high-roof cargo load! Jump twice to get over it, and watch for spikes!
Keep in mind that, if you can, you can jump up through the roof at some points and just walk over everything.
BOSS: NITRO MAN
Nitro Man is kinda tricky. I think maybe if you stay to the right, avoid his first two Wheel Cutters, then jump over him as he rams you, then you should be able to navigate through the rest of his attack. You also have a good chance at nailing this pattern by staying in the middle, then the double Wheel Cutters go outwards while you're in the middle, then just move left or right to avoid Nitro Man's ramming. Nitro Man likes to throw Wheel Cutters up the wall, then make them fall down, or lob off the ceiling at you (sorta).
Oh, and guess what freezes him in place? CHILL SPIKE. Shoulda brought the snow chains, buddy! Better to let him hit the spikes, does more damage. But, you can still freeze him.

STRIKE MAN STAGE
~Strike Man's stage isn't so bad. Shoot the Soccer Ball Lifts to make 'em go up. And you can walk into the sides of the spiked ones; no, they're not instant death if one falls on you, but it will whack Rock's head and hurt quite a bit.
MID BOSS: GOALIE
Okay, a little tricky, not too bad. A soccer ball will bounce in from either the left or the right; watch Goalie's eyes, that'll tell you. Avoid the bouncing ball, but then his fist will block it once, making it continue its ricochet, then slam down, shaking the ground and sending out small aerial shock blasts on both sides of his fist. You'll jump on his fist, which will rise to his head, then blast him. WEAKNESS NOT DETERMINED, although Capcom looks to suggest COMMANDO BOMB.
~Honestly, easy stage, just spam the buster.
~Oh, watch for the Blue Pitchers; they will throw a downward curving ball at you, then the ball will rocket back at you. Look out!
BOSS: STRIKE MAN
Normal Pitch: Throws RS straight at you, then does its rebounding. Strike Man will bounce high, then horizontal towards you.
Diamond Pitch: Throws RS diagonally down, then does its rebounding. Strike Man will bounce high, then higher.
When RS hits the roof, BEWARE, it won't continue bouncing at a 45-degree angle; it'll bounce off the roof at a MEGAMAN DEGREE ANGLE. Get out of the way of it! More importantly, manage to get Strike Man on the far left and right sides for an easier fight.
*Strike Man's weakness is indeed TRIPLE BLADE. He's a chump when you use that; it destroys Rebound Striker!

SHEEP MAN STAGE
~You can jump up and through the Charger Platforms in Sheep Man's Stage.
~The Satelliters seem pretty distracted by destroying their bodies. Do that, but their heads are the way to get 'em gone.
MIDBOSS: BULB BUB
You may have seen this guy on the 22nd Anniversary broadcast or in the trailer. Walk on the charging treadmills to give him power. When you do that, you can hit him after climbing up 2 square platforms that will appear, but beware the Floating Bulbs that will home in and slowly attempt to collide with you. They can be shot down. Shoot him with the buster for an easy, easy midboss; you can down him in one sitting depending on how long you charge him. WEAKNESS NOT DETERMINED
BOSS: SHEEP MAN
Watch out for his ground spark wave move; travels up and down in a wave like one part of Samus' Wave Cannon or MMBN3 Serenade's spark. There's a wide form you can jump or walk through, and a more straight line pattern which you must jump over.
Then there's Thunder Wool. Not too bad, just stay out from under the four randomly-patterned clouds, but watch the fourth cloud; that's Sheep Man AND that lightning will spread sparks like Cloud Man's lightning did.
I can't tell how many points yet, but REBOUND STRIKER is Sheep Man's weakness! Don't forget to angle it if you need to!

PUMP MAN STAGE
~You can shoot the purple shots of the Metool Slugs; goop will mess up your walking.
~The waterfalls aren't just there for decoration; they'll mess with your jump height. That's just annoying.
~Stage path splits into two. I took the water route because I'm a masochist like that. Not bad; just veer right as you're falling after the two bubble maker machines.
Bonus Note: Ha ha, air bubbles. Looks like Mega Man does gather some regulatory energy from breathing, though not necessary.
~Mega Man 1 fans will be happy to know the Eye Rocketeers are back; and yes, they're as numerous and annoying as ever.
BOSS: PUMP MAN
Pump Man is so easy, it's sad. He jumps, run under him. You can shoot Water Shield, like it matters; it's easy to avoid when he spreads the attack. He's just pathetic. But frankly? I'm enjoying the break!!!!!!!  ;O;
*THUNDER WOOL is most definitely Pump Man's weakness! Tears through his lifebar, although it's a little tricky to set up. He tends to follow you, so use that to your advantage.

SOLAR MAN STAGE
~Other than suggesting that on the ladder parts, you wait for one cycle of Wisps then HURRY UP past any second cycles, I don't really feel like this even needs a walkthrough.
Bonus Note: By the way? I utterly LOVE the music! I can not WAIT for a metal remix!
~Oh, watch out for the Solar Flowers, though! You can only attack them after you've jumped over their huge beam attack. Fearsome stuff.
MIDBOSS: PHOENIX (2)
So now you're faced with two robotic Phoenix's. WATER SHIELD is these guys' weakness, but they're still simple. Their attack is a parabolic 3-spout fire attack, very very similar to how Heat Man would lob fire at you.
~Only other note I really feel I need to add is that you can get between the Pyro loops.
BOSS: SOLAR MAN
Sorry, no boss strat, he died just like that to Water Shield. I'll try and get one later, maybe.
*WATER SHIELD does tremendous damage PER each of the 8 drops! Don't get carried away, though; you block Solar Blaze, but he likes collision damage.

CHILL MAN STAGE
~Whoa, Chill Man's stage is already slippery, and slippery throughout! Watch out! Jump to stop yourself! Think Luigi.
~Okay, this part is a bit unfair. When you get to the third falling screen of breakable ice blocks? JUMP. There's a Shielder headed your way, facing you.
~In the room with the Jumper, blast your way through the block and Grind Hopper to the left. The Jumper can't bust horizontally through the block, so just unload on him.
~Uh oh, the Birdeggs are back, and this time, the egg doesn't have a whole bunch of birds inside; it stops before hitting the ground, then rockets towards you horizontally.
BOSS: CHILL MAN
Chill Man's pattern is simple, but exceedingly hard to master. He'll do one of a few things:
~Jump at you. Move left or right.
~Skate in your direction. Jump over him.
~Here's the killer, Chill Spike. First blast will target the floor in front of him, then he'll shoot one over your head! Your instinct is to jump, but DON'T! And don't get near him; he'll freeze you in place with the first Chill Spike, and that leads to a terrible, TERRIBLE beating.
*Yep. As expected, SOLAR BLAZE is definitely Chill Man's weakness. Does more damage if you hit him with the larger orb before it splits, though.

COMMANDO MAN STAGE
~Sorry, you can't walk under everything by sinking in the sand in Commando Man's stage.
~Jump and shoot at the Beetle Bombers before they activate the Antlibots.
~Continuing my masochistic streak, I took the right path, rather than the bottom. Sandstorm, but at least it's with your jumps. Just watch your step; walk against the grain in spurts if need be.
~Yeah, that's a really well-placed Antlibot...
~Okay, now the sandstorm's going against you; I don't suggest speeding through the first half of this section, but you can the second part.
BOSS: COMMANDO MAN
Much like the stage, the key to beating Commando Man is patience. Stay away from him, and attack after he attacks. His pattern takes 3 forms:
~Just shoot the Commando Bomb horizontally.
~Jump moderately and shoot the Commando bomb horizontally, and probably down at you.
~Jump high in the air, shoot the Commando bomb horizontally and probably down at you, and make you immobile when he lands! Jump to avoid that!
The Commando Bomb has a REALLY NASTY shockwave. That will be your biggest problem. But again, patience makes this battle easy. I don't have that.
*WHEEL CUTTER is Commando Man's weakness. Sawing through his shell? It does make avoiding his Commando Bomb easy.

BLADE MAN STAGE
~Whoa, watch out for the first 2 Axem's (points if you get the reference); they're placed close together, and there's not much room to dodge. Maybe just run past them as they're hovering up, or run left and destroy them.
MIDBOSS: FORTRESSER
First of all, stay on the left side of the first midboss, take out the middle eyes.
Then, make the left set fire left, then run right, jump on a wheel, avoid the right cannon's fire, start destroying the left eyes.
Continue to dodge the lobbed shots as you fight and take out the right set of eyes.
After you've beat 'em all, the castle midboss will raise a white flag, then explode and crumble. Continue right.
~Well, really, the puzzling in this stage isn't bad. Do not try to jump on the right Balance Pulley platform as it is moving right; odds are you won't make it.
~Oh, feel free to get that W Can with Commando Bomb; there's a large Weapon Energy right afterwards. And yes, the stage IS trying to tell you something.
BOSS: BLADE MAN
Alright, get him on your left side. Run right; gauge the distance, you can either walk between the bottom and middle blades, or jump over the middle blade. If you're fast enough, go far enough left that you dodge it altogether. He'll go to the roof, run left; you'll evade all the knives. He'll hit the right wall; head right to evade the blades again, or jump over the middle blade. Occasionally, he will try to ram you; jump over him. Repeat.
*COMMANDO BOMB is, in fact, Blade Man's weakness, but you gotta hit him with the shockwave for maximum damage.

Time for the Wily Stages!

Wily Stage 1:
~...what the, dark hip hop? Interesting. Blast your way through. Use Water Shield if you want.
BOSS: Weapon Archive 1
It's...it's a machine that generates attacks based on previous RMs!
Gemini Man: Gemini Laser, that sucker rebounds! Watch out while the generator floats. WEAKNESS NOT DETERMINED
Wood Man: A more tame version of Wood Man's pattern; jump over the smaller Leaf Shield, get between the leaves. WHEEL CUTTER.
Elec Man: Unllike Elec Man, this is more predictable. Just jump over the low blasts. WHEEL CUTTER.
~And now we're hearing the REAL Wily Stage 1! Much more energy!
~I'm taking the bombable paths. Seems...fairly brief, even if the enemies are a bit diabolically placed.
BOSS: Weapon Archive 2
Here we go again.
Ring Man: Not near as annoying as its counterpart, just stay out of the way of the 7-looking pattern. SOLAR BLAZE.
Napalm Man: Worse than the original. Jumps a little, spurts out 2 Napalm Bombs. REBOUND STRIKER.
Flame Man: Eh, jump over the fireballs, but watch out for the rising fire columns. WATER SHIELD.
~Avoid spikes, definitely expend the weapon energy to go through the bombable paths.
BOSS: Weapon Archive 3
Wily seems to have a heads up on Rock; Rock never keeps his weapons. Maybe Wily stole them?
Frost Man: IN 8-BIT?! I love it! Anyway, wow, this one's a pain, jump over the Frost Wave; pretty tall. COMMANDO BOMB.
Tornado Man: Har har. Reference the previous game. Spins in place, does a good ol' tornado attack, increases your jump height. THUNDER WOOL.
Slash Man: You'd think to be scared, but actually, it's not too bad; just a slash as it hops. WEAKNESS NOT DETERMINED

Wily Stage 2:
~Can I shake the hand of this level's designer? You start out on Conveyor Belts headed for spikes.
MIDBOSS: PHOENIX'S
Uh, WATER SHIELD. Really easy.
~CRIKEY! Insta-death Compactors! Just jump to avoid the Spring Crawlers!
MIDBOSS: BULB BUB
What, again? He's easy enough with the Mega Buster. WEAKNESS NOT DETERMINED
~Classic "falling among spikes" gag! Veer right! There's an M-Tank!
~Yes, that Dr. W sign is placed rather suspiciously...
BOSS: Crab Puncher
I'm guessing its weakness is THUNDER WOOL. The pincers and eyes are in a line; aim high. Everything else did mediocre damage.
You can shoot at this guy's main body to push him back some, but the killer diller is to destroy his pincers and eyes. He'll fling his pincers at you, one, then the other. Fortunately, there are platforms right-bound you can use to jump over or dodge them. These platforms also give you the height you need to hit the top pincer and eye. He'll also shoot out tons of bubbles in random directions; you can either stay back and try to shoot them down, let THUNDER WOOL act like a wall and block them all, or stay near below/under him (if you do this, one bubble or rarely two will try and hit you, but usually at the end, it's easy to get out of the way of). WEAKNESS NOT DETERMINED

Wily Stage 3:
~And much like Wily Stage 3 in Mega Man 9, there's more going up while spikes are above you. This time, though, it's not gravity, but an elevator that will go left or right depending on where you stand on it. The first elevator's intuitive, watch the second one; there's a pair of HeliMetool halfway up that can easily hit you and into spikes you go.
~Do take the Commando Bomb route near the end with the destructible wall; an E-Tank awaits you on the next screen. And you'll need it, because...
BOSS: BLOCK DEVIL
IT! IT IS BACK! Don't stand on the purple! And stay on the left side for this layout!
Wave 1: Middle left and right. Do nothing.
Wave 2: Bottom left and right corners. Might wanna walk right a bit, because
Wave 3: Left bottom, jump over it.
Wave 4: Right side. Do nothing.
Wave 5: Bottom left. Jump!
Wave 6: Right side. Do nothing.
Wave 7: Left side again. Jump! Or run right to avoid!
Wave 8: Right side. Do nothing.
Wave 9: Both sides again! Stand on the far, far left!
Wave 10: From the bottom. Stay put on that far left block, but head right once you're clear, then
Wave 11: From the top! Jump over the left block!
~Now, Block Devil's vulnerable eye will rise into place. First, he'll shoot a large orb diagonal down; quickly jump as it hits the platform you're on to evade it and the succeeding spreader. Or get to the other platform, and get pretty far, because the blast will split. BD will also shoot eye lasers at you; just time your jumps, and cross your fingers.
~He'll block up again; reverse of that list up there.
~And after that, his last attack will be to make all the pink blocks shoot out a little in a wave pattern, then return back to their spot. Try running left and right away from the downward wall wave and jump over the middle and bottom; top third goes away in time to spare you a bruising.
REBOUND STRIKER is its weakness.

Bonus Note: HOLY MEGA BALLS, I FINALLY BEAT IT. That...was as bad as Quick Man's stage, or any of the preceding Devils, save for R&F and 8's. Bring Cans the first time you fight him!

Wily Stage 4:
Blade ManSolar ManSheep Man
Chill ManFINAL BOSSCommando Man
Nitro ManStrike ManPump Man

After you've beaten the 8 Robot Masters:

[spoiler]FINAL BOSS: WILY MACHINE
Round 1: Arr! Well, me hearties, looks like ol' Wild Hair's made himself a pirate skull ship! And the mouth shoots missiles o' varying length! Jump and walk on them to hit him in the face/eyes! SOLAR BLAZE will give that scurvy, land-lubbin' scientist a sunburn! Ye can also shoot him with yer trusty Mega Buster, and ye might wanna, because there are also homing missiles!
Round 2: Down to business, now. First, Wily will shoot a rotating orb at you like Mega Man 1, but he's higher up and the range is narrower, so it's easily avoided. Now he'll also send out a Constrainer which will trap you; no damage unless Wily hits or rams you, and you can shoot out of it. The last trick up his sleeve is to send two sparks along the ceiling and wall, and create a moving wall of electricity to hit you! You can't avoid it! ...unless you stand right under Wily's ship, beside the destroyed missile cannon. Smart thinking on Rock's part. The Constrainer should be a hint; WATER SHIELD is the weakness this time.

And now, the endi--PSYCHE. Wily escapes in his UFO!
But wait, where does the map guideline go, now?! ...how about up...up...UP...UP...AND UP...TO WILY'S ORBITING SPACE STATION?!

WILY STAGE 5
~Ah, weren't expecting this, were you? Hey, you remember the drills from Mega Man 2? Just do your Mega thing, keep in mind the gravity gives you a high jump.
Attention New Mega Man fans: The drills are infinite and destructible. Just slowly progress and blast your way through, or you can try and speed through since they're much slower compared to past games.
~If you've got a W Can, it's very much in your interest to fill Commando Bomb and try for that M Can.
~Either way, there are E and W Cans for you to acquire after that. Use Rush Jet to get the other.
~Now fall...fall...falling...WAIT STOP. You're heeeeeeeeeere...

REAL FINAL BOSS: THE WILY TWINS
~You read that right; there are TWO Wily UFO's! Hit the more skin tone Wily; the other is a pale copy with the W on its forehead, probably a robot. Keep in mind, you still have that gravity high-jump.
Two main attacks:
1. Dr. Wily will pass a plasma orb to the copy, he'll shower you with column-blasts of that same orb, then Wily will do the same. Walk and dodge.
2: Dr. Wily, after he's finished sneezing..., will send a straight-line homing five orb attack after you, and they'll make 2 passes, then go back to their origin UFO.
*Smack the real Dr. Wily's UFO with CHILL SPIKE. That oughta mess with the stabilizers.

Repeat until you're done! Congrats! You have completed Mega Man 10!
[/spoiler]

STORY/ PLOT SUMMARY:
[spoiler]
4 BOSSES:
Roll's condition worsens. But I'm starting to get suspicious of Wily's cure. Mega and Proto are fine.

8 BOSSES:
Oh shi. Mega's down!
And, as you may have suspected, Wily made the Virus! And took off with the Medicine Making Machine! If you want the cure, you have to work for him! ...he sneezes at the end of his televised egotrip.
...ROLL SAVED HER MEDICINE FOR ROCK?! That...SNEAK! That...HEART! ...I'm not welling up...
Well, with Mega Man cured, it's time to take down Wily!

ENDING:
Good work! You downed...both...Wily's UFO's! The other was probably just a robot copy; remember the fake Wily from 9?
...whoa, heck of a fever Dr. Wily's got; he's steaming and turning pink! Rock, even after all of that, still has the heart to take Dr. Wily to the hospital.
A few days pass...
AND WILY ESCAPES!
...but....but a heaping pile of the Robotenza cure is left where Wily's bed was! Hooray!
...wait, only Wily had the cure...did...Wily just undo his own scheme?

END
[/spoiler]

IMPORTANT:
Your weapon energy DOES NOT refill when you die.
There is NO BREAK after beating a Wily Stage.
You keep your items after a Game Over. Your weapons are also refilled to max.
After 4 Bosses, you get Rush Jet.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Protoman Blues on March 01, 2010, 07:22:31 PM
It's downloaded and I'm ready to start.  Oh Blues, how I've longed for this day...
Title: Re: MegaMan 10 - More Playable Blues
Post by: Rick on March 01, 2010, 07:31:33 PM
Enjoy, mes amis. I gotta sit out until the end of the month on this one. =/
Title: Re: MegaMan 10 - More Playable Blues
Post by: STM on March 01, 2010, 07:51:03 PM
I only had the chance to face one boss, so I went after Sheep Man. He wasn't that hard at all, though his stage was fun.

Also Normal Mode all the way. That's where Bros start off.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Blackhook on March 01, 2010, 07:54:33 PM
The weapons get sounds similiar to the Super mario bros underground themme...
Title: Re: MegaMan 10 - More Playable Blues
Post by: Protoman Blues on March 01, 2010, 08:07:47 PM
I only had the chance to face one boss, so I went after Sheep Man. He wasn't that hard at all, though his stage was fun.

Yeah, I went to him first as well.  I love his stage & I really love his stage music.

Also, the Boss Music kicks ass.
Title: Re: MegaMan 10 - More Playable Blues
Post by: AquaTeamV3 on March 01, 2010, 08:27:49 PM
Currently going after Chill Man first, so we'll see how this goes.  I'm glad they brought the W-tanks back, though!  Also, the stage select theme is insanely catchy!
Title: Re: MegaMan 10 - More Playable Blues
Post by: Protoman Blues on March 01, 2010, 08:32:10 PM
3 RM's down so far.  I've been correct in determining the boss pattern thus far.  Thunder Wool is tricky to use.  Also, I really REALLY like SolarMan's theme.
Title: Re: MegaMan 10 - More Playable Blues
Post by: HyperSonicEXE on March 01, 2010, 08:36:49 PM
3 RM's down so far.  I've been correct in determining the boss pattern thus far.  Thunder Wool is tricky to use.  Also, I really REALLY like SolarMan's theme.

I'm getting an MP3, ASAP. It rocks!

I also like the Boss Intro.

I've gotten 6 out of 8, maybe better. Not bad after years of Mega Man practice!
Title: Re: MegaMan 10 - More Playable Blues
Post by: STM on March 01, 2010, 08:37:09 PM
Yeah, I figured the order, starting from Sheep Man was going to be Pump then Solar for obvious reasons. I'm guessing Chill would be next. From then on, I'm not so sure with Strike, Blade, Commando and Nitro.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Protoman Blues on March 01, 2010, 08:41:19 PM
Yeah, I figured the order, starting from Sheep Man was going to be Pump then Solar for obvious reasons. I'm guessing Chill would be next. From then on, I'm not so sure with Strike, Blade, Commando and Nitro.

Yeah, pretty much.  Solar goes into Chill.  Now lets see who's next.

Also, Water Shield is not as broken as Jewel Satellite, but still incredibly useful.
Title: Re: MegaMan 10 - More Playable Blues
Post by: HyperSonicEXE on March 01, 2010, 08:44:19 PM
Sheep > Pump > Solar > Chill

Nitro > Commando > Blade

That's all I know.
Title: Re: MegaMan 10 - More Playable Blues
Post by: AquaTeamV3 on March 01, 2010, 09:27:24 PM
Heh, you can stick your buster through Pump Man's shield by firing at point-blank range.  Just like those Guard Joe's in MM8/MM&B.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Irgendein on March 01, 2010, 09:33:38 PM
Alright, downloaded, started it up and...

I lost to Sheep Man |:
Title: Re: MegaMan 10 - More Playable Blues
Post by: VixyNyan on March 01, 2010, 09:41:32 PM
Sheep > Pump > Solar > Chill > Nitro > Commando > Blade > Strike
Title: Re: MegaMan 10 - More Playable Blues
Post by: Blackhook on March 01, 2010, 09:48:45 PM
Who would have thought
[spoiler] [spoiler]Wily is teh vilains?! Oh noes! His fortress is awesome and his first fortress level is even more awesome!1 RM from the first 9 games -Megaman and Bass, you face 3 at the same time! Epic![/spoiler] [/spoiler]
Title: Re: MegaMan 10 - More Playable Blues
Post by: STM on March 01, 2010, 09:50:06 PM
Sheep > Pump > Solar > Chill > Nitro > Commando > Blade > Strike

And here I thought Blade Man would shear Sheep's wool.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Gaia on March 01, 2010, 11:03:17 PM
Inti's known for going down the Thunder/Wind > Ice/Water > Fire pattern for quite sometime.  :W

I knew it was That Sheep represents Thunder, Pump represents Ice, and obviously Solar represents Fire. Elemental Cycle repeats in the form of Chillman.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Irgendein on March 01, 2010, 11:06:30 PM
Just beat Solar Man ([acid burst] easy, even for me). I think his theme is going to be one of my favourites in the game.
Title: Re: MegaMan 10 - More Playable Blues
Post by: AquaTeamV3 on March 02, 2010, 12:34:06 AM
Anyone check out the Challenges mode yet?  I like how you can re-fight a boss whenever you want, and the other missions really help improve your 8-bit skill.  I'm downright impressed with this addition, as the game seems to favor actual player skill as opposed to MM9's 'fake' difficulty.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Dexter Dexter on March 02, 2010, 12:41:09 AM
Just got Mega Man 10, and let me tell you, I jizzed bricks from it. I would've kept playing IF MY BATTERIES DIDN'T KEEP RUNNING OUT EVERY [tornado fang]ing SECOND. Shitty batteries aside, this is awesome [parasitic bomb]. owob
Title: Re: MegaMan 10 - More Playable Blues
Post by: Sapphire✧9 on March 02, 2010, 12:56:22 AM
Unpacked the .wad I found on net and now ripping sprites from the great game :p.
Title: Re: MegaMan 10 - More Playable Blues
Post by: KudosForce on March 02, 2010, 01:00:38 AM
I came, I saw and I blasted.

Mega Man 10 is, I must say, amazing! 0v0 Much of the music kicks butt, the sillier-looking RMs are surprisingly awesome, the normal difficulty has just the right hint of balance (though, I could be wrong), and the final stages are epic, while providing some neat treats, for old-school fans.

I dare to say this, but I actually prefer MM10, over MM9. 8)

[spoiler] [spoiler]His fortress is awesome and his first fortress level is even more awesome!1 RM from the first 9 games -Megaman and Bass, you face 3 at the same time! Epic![/spoiler] [/spoiler]

Agreed, for great justice!  owob

Title: Re: MegaMan 10 - More Playable Blues
Post by: Sapphire✧9 on March 02, 2010, 01:05:56 AM
Megaman 10 is using same engine as 9. I just found out because there is mugshots of 9's Robot Masters in 10's tiles haha.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Satoryu on March 02, 2010, 01:14:35 AM
- I'm wondering how easy Easy mode is. Cause Normal ain't bad at all until you get to the Wily stages. No noob traps like in 9. I easily beat most of the Robot Masters with the Mega Buster. And beat the others even easier with their weaknesses. Triple Blade close up annihilates Strike Man.

- If I had to recommend a boss for someone to start with, it would be Pump Man. His stage is pretty easy, nets you a LOT of money, and Pump Man's pretty pathetic.

- I am shocked that part of the weakness circle actually makes sense. Electricity beats water, water beats fire, fire beats ice, spikes of ice shred tires. Usually MM games throw this logic out the window.

- The arsenal doesn't seem as good as 9's. The weapons are a tad more situational in most cases. But Triple Blade is freakin awesome. I'm glad I did Blade Man first.

- It's kinda weird how they up the amount of screws you can find in the stages, yet they discounted a bunch of the items in the shop.

- The music doesn't exactly sound Mega Man-ish to me, but definitely sounds like it belongs on an NES. They're not bad or anything, just a bit different.

- Wily being the villain all along is no surprise. Nor is Bass being the third character. I laugh in the faces of those who wanted that tumor Duo.

- The fifth Wily stage wasn't surprising either. I knew something was up when I saw the top of the kickass castle was cut off. Though I never expected that to lead to a Jacob's Ladder to the Wily Space Station.

- Have not got to try Proto yet.
Title: Re: MegaMan 10 - More Playable Blues
Post by: The Drunken Dishwasher on March 02, 2010, 01:39:11 AM
You beat it already? oh damn XD
Title: Re: MegaMan 10 - More Playable Blues
Post by: Irgendein on March 02, 2010, 02:02:37 AM
I'm only at Wily Stage 1 |: Its music is kickass though.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Jaxel on March 02, 2010, 02:10:20 AM
Wily Stage 1 is AMAZING. Very well done, and that is one seriously BADASS castle. Its a great nod to the older games. It is a bit easier than 9, BUT its better done I think. Sadly, the weapons aren't quite as good as 9, but I expected that...it would be very hard to outdo that perfect weapon set.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Dr. Wily II on March 02, 2010, 02:10:59 AM
Seriously, I have never seen such an awesome Wily Castle...
So jealous. *o*
Title: Re: MegaMan 10 - More Playable Blues
Post by: Sapphire✧9 on March 02, 2010, 02:11:14 AM
(http://img42.imageshack.us/img42/4652/36653042.gif)
...

Sprite rips  ;)
Title: Re: MegaMan 10 - More Playable Blues
Post by: Irgendein on March 02, 2010, 02:36:38 AM
So, I figured I'd try a bit of Easy Mode to see the differences...

I was given a Yashichi not once, but twice in Sheep Man's level. Both times I already had full health.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Night on March 02, 2010, 02:37:43 AM
I ranked 3rd place in the world record for nitro man's stage attack!
Title: Re: MegaMan 10 - More Playable Blues
Post by: AquaTeamV3 on March 02, 2010, 02:40:29 AM
Ice Wave and Chill Spike in the same game...YES!!!  8) (I know the former isn't useable, but hey!)

If anything it's nice to know that I'm still able to dodge all of those old moves fairly easily, although I don't remember Ice Wave being that high...
Title: Re: MegaMan 10 - More Playable Blues
Post by: The Great Gonzo on March 02, 2010, 02:43:12 AM
One of these days, I'll get a Wii.

I'm assuming that the threat from outer space was you-know-who all along?
Title: Re: MegaMan 10 - More Playable Blues
Post by: borockman on March 02, 2010, 02:44:07 AM
I'd say your assumption is correct.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Dr. Wily II on March 02, 2010, 02:44:36 AM
And it's just brilliant. *o*
Title: Re: MegaMan 10 - More Playable Blues
Post by: borockman on March 02, 2010, 02:45:54 AM
and this is also got the kindest Wily I've ever seen.

Title: Re: MegaMan 10 - More Playable Blues
Post by: HyperSonicEXE on March 02, 2010, 02:46:13 AM
Is that...TREBLE?! WOOHOO! BASS! That's pretty much the only way to get up above Nitro Man's stage.

And yes, Ice Wave is much higher. Holy cow.

The ending wasn't much, but everything leading up to it was!

[spoiler]I completely died laughing before Wily Stage 5 when the guideline keeps beeping, scrolls off screen, and goes into space. AWESOME.[/spoiler]
Title: Re: MegaMan 10 - More Playable Blues
Post by: Night on March 02, 2010, 02:47:43 AM
MOAR SPRITE RIPS!  *o*


But hearing bass is just a simple edit of megaman, I'm a little disapointed. FC7's forte looks much cooler, having his own unique sprite base like protoman does.
Title: Re: MegaMan 10 - More Playable Blues
Post by: AquaTeamV3 on March 02, 2010, 03:07:24 AM
Anyone else notice that Crab Puncher's eyes look just like Pokeballs? XD
Title: Re: MegaMan 10 - More Playable Blues
Post by: Night on March 02, 2010, 03:12:29 AM
a giant white eye with red eyelids? how does THAT look like a pokeball?
Title: Re: MegaMan 10 - More Playable Blues
Post by: Satoryu on March 02, 2010, 03:27:58 AM
Rebound Striker looks like a Pokeball too.
Title: Re: MegaMan 10 - More Playable Blues
Post by: HyperSonicEXE on March 02, 2010, 03:29:11 AM
Okay, I'm done with my mini-FAQ on page 28.

Have at it, guys!
Title: Re: MegaMan 10 - More Playable Blues
Post by: SUIKA on March 02, 2010, 05:07:53 AM
..Still can't play for at least a week. I have a Japanese Wii, so..

Should probably finish Rockman 9 but I do not have the patience. Even if it is one of my favorite games ever.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Galappan on March 02, 2010, 05:20:32 AM
Haven't tried this by myself since I only watch the stream. thanks to the guy anyway.  :)

[spoiler]But does anyone have tried or can try to use wheel cutter in Block Devil Fight? Well it's not the weakness as pointed out but I think there's a blind spot while the blocks are gathering in the center. First is use Rush coil then jump to the upper right or left edge of the wall then quickly change to wheel cutter then cling to the wall. Once the Eye shows up go back down and do start to blast it.

Well the blocks are easy enough to dodge after awhile though.[/spoiler]

Can't wait to see Vixy's playthough in Hard Mode!
Title: Re: MegaMan 10 - More Playable Blues
Post by: Skaarg on March 02, 2010, 07:26:09 AM
That ending severely disappointed me. They could have added so much more to make you feel awesome. The storyline up till the end was awesome though. The music in Wily Stage 1 after beating the first set of bosses was just awesome in my opinion.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Protoman Blues on March 02, 2010, 07:40:44 AM
Only to be out-done by the music on Wily Stage II
Title: Re: MegaMan 10 - More Playable Blues
Post by: Rad Lionheart on March 02, 2010, 08:57:46 AM
I was quite pleased with the music setup of Wily Stage 1, and then even more pleased with Wily Stage 2.
However I'm not pleased with most of the robot master stages, they didn't sit as well with me.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Irgendein on March 02, 2010, 01:33:16 PM
I liked all of the music.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Blackhook on March 02, 2010, 03:45:16 PM
Maybe Protoman will have a better ending...or there will be a new ending after beating hard mode?

BTW, am I the only one who is really pleased by the look of the Wily machine? :D
Title: Re: MegaMan 10 - More Playable Blues
Post by: Zan on March 02, 2010, 03:59:19 PM
I'm disappointed in the lack of BreakMan helmet...
Title: Re: MegaMan 10 - More Playable Blues
Post by: KudosForce on March 02, 2010, 04:03:29 PM
After finishing the game on normal mode with Mega Man, this morning, I can safely say that this has topped MM9, period. owob Kudos to the folks at Inti Creates, for making it all possible.

While the ending wasn't much, it did show a side of Wily we've never seen...

Now then, bring on the special stages! :W

BTW, am I the only one who is really pleased by the look of the Wily machine? :D

I'm amused by the fact that it's a literal pirate ship! >0<

That said, the Wily Capsule...totally uncalled for, and completely awesome. [eyebrow]
Title: Re: MegaMan 10 - More Playable Blues
Post by: Align on March 02, 2010, 04:14:18 PM
So, anyone likely to put a complete playthrough on youtube? All I can find is one by some guy "moeshiznit" and I can't deal with that commentary..
Title: Re: MegaMan 10 - More Playable Blues
Post by: Blackhook on March 02, 2010, 05:48:49 PM
there is a complete one here:
http://www.youtube.com/user/JiggyGF
Title: Re: MegaMan 10 - More Playable Blues
Post by: Satoryu on March 02, 2010, 09:12:58 PM
Maybe Protoman will have a better ending...

Nope, same ending. He does have one cutscene different from Mega, though. Proto gets Roboenza instead of Mega, and Mega gives him a prototype cure. And it happens after you reach he castle, not before.

As I thought, Easy mode was [tornado fang]ing pathetic. The new platforms added in made getting everywhere so much easier and quicker. It was doubly quick cause I was Proto Man. Enemies shoot less stuff, and some enemies are nonexistent. I think you recover more health from pickups, too. Oh, and there are Yashichis EVERYWHERE.

Proto, interestingly, has a shop run by Auto in a very very unconvincing disguise. Tango's there for no reason other than a cameo. Proto can buy less stuff than Mega can, but they're more expensive. An E Can costs 40 screws for Proto, while Mega only 30. Proto still starts with Proto Jet as well, which is weird. His knockback and defense might be better than in 9, but I'm not sure. I was playing Easy.

I forgot to mention before, but I LOVE that 10 has weapon switching on the shoulder buttons. Pretty much makes the pause menu obsolete.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Irgendein on March 02, 2010, 09:16:27 PM
I forgot to mention before, but I LOVE that 10 has weapon switching on the shoulder buttons.
But it's a bloody nuisance when using the Wii Remote, I find. The A and B Buttons are set to switch weapons on it, so half the time I find myself accidentally using Water Shield or some other weapon.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Protoman Blues on March 02, 2010, 09:27:39 PM
I really do miss using my NES Advantage to play classic MM Games.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Satoryu on March 02, 2010, 09:37:55 PM
I don't like playing MM9 or 10 with the Wiimote. I slip off the tiny D pad too easily. I would greatly have preferred if 9 and 10 let you use Gamecube controllers so I could use my HORI pad. But Classic's just fine.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Dantonumanoa Ongdolota Amycronicon on March 02, 2010, 09:51:29 PM
This thing is hard; well, harder than 9, anyway.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Irgendein on March 02, 2010, 09:52:20 PM
It felt like the other way around for me.
Title: Re: MegaMan 10 - More Playable Blues
Post by: KudosForce on March 02, 2010, 09:57:23 PM
For me, it was...in-between.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Protoman Blues on March 02, 2010, 10:02:13 PM
The weapons are definitely not as broken as in 9, but they are still really good.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Solar on March 02, 2010, 10:07:05 PM
After 9's weapons there was nowhere to go but down, they were way too powerful.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Protoman Blues on March 02, 2010, 10:13:43 PM
Oh totally.  Jewel Satellite only goes to show why the previous shield weapons were NEVER that powerful.  However Water Shield is really good.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Dexter Dexter on March 02, 2010, 10:20:18 PM
The music for Nitro Man's stage is unfitting, although cool.

BTW, Sheep Man looks to be the easiest RM for me. He's most likely going to be my starting RM unless I find another RM whose attacks are easier to dodge.

Also: Parts of Nitro's stage remind me of WarioWare, if you know what I mean.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Solar on March 02, 2010, 10:24:19 PM
Oh totally.  Jewel Satellite only goes to show why the previous shield weapons were NEVER that powerful.  However Water Shield is really good.

What's the difference, how does it work?
Title: Re: MegaMan 10 - More Playable Blues
Post by: Protoman Blues on March 02, 2010, 10:30:06 PM
Well, Water Shield takes a bit longer to form around you.  It does block shots and hits opponents, but a Water Drop disappears when it's hit.  Also, when you release it, it flies away similar to Power Stone.  I love activating the Water Shield next to big enemies like the giant stompy thingy.  It's also good against the castle Mini-boss.
Title: Re: MegaMan 10 - More Playable Blues
Post by: KudosForce on March 02, 2010, 10:31:16 PM
However Water Shield is really good.

It most certainly is! It's like Power Stone, but better.

Also: Parts of Nitro's stage remind me of WarioWare, if you know what I mean.

I agree with you on that. I could almost see "Jump!" or "Dodge!" appear during the truck segments. >U<
Title: Re: MegaMan 10 - More Playable Blues
Post by: AquaTeamV3 on March 02, 2010, 11:03:10 PM
I love activating the Water Shield next to big enemies like the giant stompy thingy.

Water Shield essentially becomes a hydro-powered machine gun when you're next to large enemies.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Satoryu on March 02, 2010, 11:29:12 PM
This thing is hard; well, harder than 9, anyway.

Disagreed strongly. This game was WAY easier. Even though 9 is an easy game once you know where the traps are, 10 doesn't have such traps, so you're more to blame when you die. The bosses are easier too for the most part.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Turian on March 03, 2010, 12:00:41 AM
No traps? Commando man and wily castle disagree with that statement.   
Title: Re: MegaMan 10 - More Playable Blues
Post by: AquaTeamV3 on March 03, 2010, 12:04:35 AM
Megaman 9 had that fake difficulty thing going on; you'd die because the game would throw out something that you had really couldn't avoid on reaction (i.e. prizegrabbers).  Because of that the game was much easier once you knew where all of the traps were. Megaman 10 has eliminated that, so that when you die here it's actually your fault.  The results you get in this game are actually based on skill instead of memorization, and it's one of the reasons why I think this game blows 9 out of the water!
Title: Re: MegaMan 10 - More Playable Blues
Post by: HyperSonicEXE on March 03, 2010, 12:04:43 AM
Disagreed strongly. This game was WAY easier. Even though 9 is an easy game once you know where the traps are, 10 doesn't have such traps, so you're more to blame when you die. The bosses are easier too for the most part.

I'm finding Solar Man and Chill Man quite hard to KO without getting hit. I did that with MM9's bosses, but I'm lucky just to Mega Buster up either.

Splash Woman and Galaxy Man were pushovers, though. But those are Dr. Light's helpful bots, not Wily's Killamajigs on legs.

But the stages are certainly easier. I died about 30 times; like, 2 or 3, of those were stage related, and one was because I was distracted by my girlfriend at the beginning of Wily Stage 2; the rest were boss fights (SPECIFICALLY BLOCK DEVIL). Although Time Attack just isn't the same without Tornado Blow, Jewel Satellite, or Concrete Shot. ;O;
And Easy Mode...more like VERY EASY MODE. And Hard Mode, OY! Holy heck, this one's worse than 9's! And there's H-level Mid-Bosses and Bosses, too, GEEEEZ.

The music...I think they envisioned the Arranged songs, first, then made the 8-Bit Originals match it or something, because there's two or three catchy songs in a sea of melodies that, while they fit the stage, aren't that easy to memorize. That said, Solar Man, Nitro Man, Blade Man, and Robot Master Battle are top notch music work. I absolutely can not wait to hear those arranged.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Dexter Dexter on March 03, 2010, 12:13:39 AM
Megaman 9 had that fake difficulty thing going on; you'd die because the game would throw out something that you had really couldn't avoid on reaction (i.e. prizegrabbers).  Because of that the game was much easier once you knew where all of the traps were. Megaman 10 has eliminated that, so that when you die here it's actually your fault.  The results you get in this game are actually based on skill instead of memorization, and it's one of the reasons why I think this game blows 9 out of the water!
I agree very much with this statement. This will make a lot of Mega Man fans (including me) happy.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Satoryu on March 03, 2010, 01:36:59 AM
I am not ready to call 10 better than 9 just yet. It's way too soon to make a decision like that. It's still the honeymoon period where we're still in the experience of a new game.
Title: Re: MegaMan 10 - More Playable Blues
Post by: X-3 on March 03, 2010, 02:29:21 AM
Great game. I'll have to wait a bit before giving it a formal rating or anything.

I really liked the Fortress this time around.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Hypershell on March 03, 2010, 03:17:20 AM
Just beat 10 today.  I think I would call it easier than 9 for the most part, considering that I wasn't scrambling to learn special weapons against castle bosses as much, and the "blindside deaths" of 9 have been more or less eliminated (awesome, although the Castle gets a little aggravating in its later segments, but nothing too serious).  The fortress bosses kick butt, for sure.

A lot improved in this game.  The level design is superior, you're no longer paying for difficulty levels as DLC, there's no ridiculously expensive cosmetic item to distract you, tank pickups are more abundant but in tricky locations, the common reused tunes (RM intro and stage clear) have been remixed, Get Weapon screen includes character art, and only 12 "Achievements" remain with the bulk of the "Challenge" mode being actual separate tasks to complete (including BOSS REMATCHES that you can jump into at any time).  Awesome, awesome, and more awesome.

One or two missteps are still around, but they're all pretty minor compared to my gripes with 9.  However, using B for weapon switching on the Wii Remote (see last page discussion) is DEFINITELY the most serious issue with me.  It's way too easy to tap B during a white-knuckle jump.  Control options do not allow you to change this (only to swap fire and jump; WHY anyone would want to do that is beyond me).  Next time they do weapon switch, they need to either make it A and Minus, or just put full mapping in the Options and leave it at that.

A shame that I occassionally wind up with the wrong weapon in what is otherwise a title that definitely surpassed my expectations (9 had me skeptical, and the nostalgia of the NES style wears thin when MM3 is already your most frequently played NES game).  Very pleasantly surprised considering I haven't gotten my hands on the DLC yet.  With Bass, another Endless Attack, and three Special Stages on the way, I'm definitely excited.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Satoryu on March 03, 2010, 03:31:36 AM
(only to swap fire and jump; WHY anyone would want to do that is beyond me).

That's more for us who use Classic Controller and are too used to jumping with the bottom face button and shooting with the left button.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Hypershell on March 03, 2010, 03:40:04 AM
Touche, I suppose.  Although I don't know many people who use a bottom-to-fire-and-right-to-jump setup on a 4 button controller, but I guess they're out there.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Satoryu on March 03, 2010, 03:51:34 AM
You have to do that if you're playing a GBA Mega Man on a DS.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Turian on March 03, 2010, 03:55:08 AM
It simulates the X series style of jump on the bottom and fire on the left. That's why we have to switch the buttons. Otherwise, it's kinda like playing the gamecube version of the MM collection.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Protoman Blues on March 03, 2010, 04:12:16 AM
All I know is that I really miss my NES Advantage. 
Title: Re: MegaMan 10 - More Playable Blues
Post by: borockman on March 03, 2010, 04:14:36 AM
Lol, what is this NES advantage exactly? XD
Title: Re: MegaMan 10 - More Playable Blues
Post by: Solar on March 03, 2010, 04:24:30 AM
All I know is that I really miss my NES Advantage. 

Doesn't Lou have a TvC Arcade Stick? Why not try with one of those?
Title: Re: MegaMan 10 - More Playable Blues
Post by: Protoman Blues on March 03, 2010, 04:50:19 AM
I need to buy it first.  It'll have to wait till I start getting paid.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Krazy Monkey on March 03, 2010, 06:10:05 PM
When I first downloaded this game when I came home the other day, I played it for several hours straight, and I disagree with Aqua's opinion about this game's difficulty. Mega Man 10 is harder than Mega Man 9 by a longshot. Even Mega Man 9's Super Hero mode pales in comparison to the challenge that this game had to offer, even on the Normal difficulty setting. Commando Man's stage, Solar Man's stage, and the Wily stages in particular, were a real pain. Also, while playing as Proto Man, I could never go through one stage without dying at least once, or having to use an Energy Tank, whereas in Mega Man 9, I never had to use an Energy or Mystery Tank, period, unless I'm battling Dr. Wily.

As for the game's storyline, I thought that it was WAY too predictable.

[spoiler]Yes, Dr. Wily was the one behind the Roboenza virus. Big surprise! It seems that Mega Man and Dr. Light have REALLY been lacking in common sense lately.[/spoiler]
Title: Re: MegaMan 10 - More Playable Blues
Post by: AquaTeamV3 on March 03, 2010, 07:41:23 PM
When I first downloaded this game when I came home the other day, I played it for several hours straight, and I disagree with Aqua's opinion about this game's difficulty. Mega Man 10 is harder than Mega Man 9 by a longshot. Even Mega Man 9's Super Hero mode pales in comparison to the challenge that this game had to offer, even on the Normal difficulty setting.

Just curious, how many classic MM games have you played?  You mentioned in an earlier post that you'd gotten into the series at MM7, so it's possible that you just might not be too used to the 8-bit formula yet.  MM10's one of those games in which the difficulty varies on how much experience you have with the prequels.  A lot of the hazards in this game can be avoided by reflex and quick thinking, while MM9 was mostly a game of trial-and-error.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Krazy Monkey on March 03, 2010, 07:51:32 PM
I've played all of the classic Mega Man games; one through ten (including Mega Man & Bass), and I've beaten them several times, so I'm very used to the 8-bit formula. But as far as level designs are concerned, Mega Man 9's difficulty wasn't even close to Mega Man 10's in my opinion. For example, those one-hit kill laser beams at Magma Man's stage are a lot easier to avoid than the barrage of fireballs enemies at Solar Man's stage. As for the boss battles, I could blast right through Mega Man 9's in only a matter of seconds, while taking little to no damage. Mega Man 10's, on the other hand, take a bit longer, and I haven't been able to face any of them without taking damage, but maybe that's just me.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Hypershell on March 04, 2010, 12:06:47 AM
As for the game's storyline, I thought that it was WAY too predictable.

[spoiler]Yes, Dr. Wily was the one behind the Roboenza virus. Big surprise! It seems that Mega Man and Dr. Light have REALLY been lacking in common sense lately.[/spoiler]
Well, maybe, but not AS predictable as I expected.
[spoiler]Seeings how we ALL knew Wily made Roboenza, I was fully expecting the cure to be a placebo/means to remote-control the "cured".  But not only did Wily's cure turn out to be real, but left a stockpile of it at the hospital when he made his end-of-game escape.  To me, that was very surprising.[/spoiler]
Title: Re: MegaMan 10 - More Playable Blues
Post by: Irgendein on March 04, 2010, 01:18:53 AM
Just tried Bass mode.

Relatively the same as he was in RnF, but no double jump. Also, it was quite amusing to completely obliterate Sheep Man with him.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Night on March 04, 2010, 02:12:40 AM
You can also take out the shields for some enemies by shooting at them enough!
Title: Re: MegaMan 10 - More Playable Blues
Post by: Satoryu on March 04, 2010, 03:20:30 AM
The leaderboard takes forever to connect. I have the #5 spot for Commando Man, but I can't check it yet. You have to wait a couple minutes before you can view rankings again. 9 had this problem too, but the wait wasn't as long.

Thankfully, there's a workaround. Reset and you'll be able to get to the rankings with no problems.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Protoman Blues on March 04, 2010, 06:50:16 AM
So I had a chance to play Easy Mode last night so I could unlock some more challenges.  I must say, they need to rename it Shameful Mode.  If anyone actually dies playing Shameful Mode, they should just put the controller down and stop playing MM all together.  I mean, the only acceptable way I could see dying in that is if someone's Mom comes in and starts yelling at them in Spanish for no reason whatsoever.
Title: Re: MegaMan 10 - More Playable Blues
Post by: kosmos on March 06, 2010, 01:01:29 PM
Noone recorded the soundtrack?.
Title: Re: MegaMan 10 - More Playable Blues
Post by: yanmaoption on March 06, 2010, 02:58:33 PM
Nope, no one. (http://www.youtube.com/view_play_list?p=B9E07C8CCC131296)
Title: Re: MegaMan 10 - More Playable Blues
Post by: kosmos on March 06, 2010, 03:05:50 PM
Nope, no one. (http://www.youtube.com/view_play_list?p=B9E07C8CCC131296)

I´m talking about a proper rip in mp3 or other music archive format  -AC
Title: Re: MegaMan 10 - More Playable Blues
Post by: VixyNyan on March 06, 2010, 03:15:08 PM
It's better to wait for me to rip the OST when it comes out.

Secondly, the music is in RSEQ (midi) format inside a BRSAR archive. It makes it harder to rip the music properly.

I can record some songs into HQ MP3 by request tho~ </wii>
Title: Re: MegaMan 10 - More Playable Blues
Post by: Hypershell on March 06, 2010, 03:57:43 PM
For some reason I'm pretty well addicted to the Stage Select theme.  Which hasn't happened to me in any MegaMan game since Power Fighters/6 (I actually played PF first, but both versions are catchy).
Title: Re: MegaMan 10 - More Playable Blues
Post by: kosmos on March 06, 2010, 04:02:44 PM
It's better to wait for me to rip the OST when it comes out.

Secondly, the music is in RSEQ (midi) format inside a BRSAR archive. It makes it harder to rip the music properly.

I can record some songs into HQ MP3 by request tho~ </wii>

I'm going to get the OST too but I want something to listen till the OST is releashed. Hey Vixy, are you going to get the Inti Vol.1 CD?.
Title: Re: MegaMan 10 - More Playable Blues
Post by: AquaTeamV3 on March 06, 2010, 04:58:30 PM
I actually ran through Easy mode myself a couple of days ago.  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.  The bosses are toned down quite a bit as well (i.e. Pump Man's shield has only 3 orbs).  The game was so easy that I had to do it sans-helmet just to get a little challenge out of it.  XD  Needless to say, I racked up quite a few achievements on that run through.

Hard mode, on the other hand, is quite grueling, yet fun at the same time.  I'm pleasantly surprised that Inti has finally grasped the true meaning of Hard Mode.  They didn't nerf the player at all, choosing to solely beef up the enemy layouts, minibosses, and bosses.  Shoot, I'm even more impressed at the fact that the Robot Masters get EX moves (Chill Man's is just plain nice!).
Title: Re: MegaMan 10 - More Playable Blues
Post by: Duke87 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....
Title: Re: MegaMan 10 - More Playable Blues
Post by: MexicanSunflower on March 07, 2010, 02:20:21 AM
I´m talking about a proper rip in mp3 or other music archive format  -AC
I ripped the whole soundtrack properly form the .wad: http://www.youtube.com/view_play_list?p=7FB7562E07B0BA79
It's better to wait for me to rip the OST when it comes out.

Secondly, the music is in RSEQ (midi) format inside a BRSAR archive. It makes it harder to rip the music properly.

I can record some songs into HQ MP3 by request tho~ </wii>
The music is actually in the .brstm, the .brsar is for SFX.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Plodo on March 07, 2010, 02:44:26 AM
Someone has uploaded Special Stage 3 music: http://www.youtube.com/watch?v=Uwm8ftYBbeQ
Title: Re: MegaMan 10 - More Playable Blues
Post by: Irgendein on March 07, 2010, 02:47:56 AM
That sounds pretty good. It also seems a bit familiar for some reason.. weird.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Plodo on March 07, 2010, 03:11:33 AM
Someone has uploaded Special Stage 3 music: http://www.youtube.com/watch?v=Uwm8ftYBbeQ

Here's special stage 2: http://www.youtube.com/watch?v=gjBU3FiGg-E

and here's special stage 1: http://www.youtube.com/watch?v=CD3zge5a6wU

and Shop music (bass): http://www.youtube.com/watch?v=0WU8Nn-Es5I
Title: Re: MegaMan 10 - More Playable Blues
Post by: yanmaoption on March 07, 2010, 04:00:28 AM
That sounds pretty good. It also seems a bit familiar for some reason.. weird.
Similar, eh... (http://www.youtube.com/watch?v=AHMbvk7xIHA&feature=related)

While you're at it try listening to these (http://www.youtube.com/watch?v=e5xsYCP9kQI&feature=related) two (http://www.youtube.com/watch?v=wy_uBcGb558) too.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Irgendein on March 07, 2010, 04:05:05 AM
I figured that was the case.

Thing is, I've never played the Rockman World series.
Title: Re: MegaMan 10 - More Playable Blues
Post by: MexicanSunflower on March 07, 2010, 07:11:58 AM
I uploaded the endless mode theme if anyone wants to take a gander.

http://www.youtube.com/watch?v=CCEj_NInpVY
Title: Re: MegaMan 10 - More Playable Blues
Post by: Protoman Blues on March 07, 2010, 07:18:33 AM
Wow, that's pretty good.

EDIT - It's really [tornado fang]ing good.  Thanx El Seed.
Title: Re: MegaMan 10 - More Playable Blues
Post by: KudosForce on March 07, 2010, 04:21:31 PM
So, MM10 has remixes of the Mega Man Killers' themes after all! 8) Now this, is going above and beyond, in terms of fan service. If their stages have enemies from the respective games they came from, as well, then it will be icing on the cake!

Also, the Endless Stage theme is indeed great. owob
Title: Re: MegaMan 10 - More Playable Blues
Post by: Burst on March 07, 2010, 05:20:14 PM
Does anyone know which Killers' themes are for which stages? See, I've never played any of the MM GB games except for the first (even that one has been a long ass time) so I can't tell the stage themes off hand like someone who's played those games before has or if they are just totally new songs or remixes for say Punk, Enker, Ballade etc...
Title: Re: MegaMan 10 - More Playable Blues
Post by: Protoman Blues on March 07, 2010, 08:00:29 PM
So, MM10 has remixes of the Mega Man Killers' themes after all! 8) Now this, is going above and beyond, in terms of fan service. If their stages have enemies from the respective games they came from, as well, then it will be icing on the cake!

Yeah, I have to agree here.  The Remixes were REALLY nice and really well done.  Bravo, Capcom. 

NOW PUT OUT MY MEGA MAN MANIA COLLECTION DAMMIT!
Title: Re: MegaMan 10 - More Playable Blues
Post by: OBJECTION MAN on March 07, 2010, 08:14:12 PM
and here's special stage 1: http://www.youtube.com/watch?v=CD3zge5a6wU

Ahem! *clears throat* I apologize in advance for this.

[tornado fang] YES!!!
Title: Re: MegaMan 10 - More Playable Blues
Post by: Irgendein on March 07, 2010, 08:15:53 PM
Ahem! *clears throat* I apologize in advance for this.

[tornado fang] YES!!!
There's been worse said.
Title: Re: MegaMan 10 - More Playable Blues
Post by: VixyNyan on March 07, 2010, 08:22:15 PM
I dunno. It feels like those newer rips belong to TMMN one way or the other (http://www.themmnetwork.com/wiki/index.php?title=Music_Archive#Mega_Man).

The music is actually in the .brstm, the .brsar is for SFX.

They CAN be made into streamed brstm, I guess, but these says something else.

[spoiler]
SEQ_R10_01_MENU
SEQ_R10_02_STAGESELECT
SEQ_R10_03_GAMESTART
SEQ_R10_04_STAGECLEAR
SEQ_R10_05_GETWEAPON
SEQ_R10_06_GAMEOVER
SEQ_R10_07_SHOP
SEQ_R10_08_BOSS
SEQ_R10_09_WILYCASTLE_S
SEQ_R10_10_WILYBOSS
SEQ_R10_12_TITLE
SEQ_R10_13_WILY3
SEQ_R10_14_WILY4
SEQ_R10_15_WILYMACHINE
SEQ_R10_16_WILYCAPSULE
SEQ_R10_19_SPECIAL1
SEQ_R10_20_SPECIAL2
SEQ_R10_21_SPECIAL3
SEQ_R10_22_CASTLE
SEQ_R10_23_SEWAGE
SEQ_R10_24_ICEBERG
SEQ_R10_25_MINEFIELD
SEQ_R10_26_CYBERSPACE
SEQ_R10_27_STADIUM
SEQ_R10_28_HIGHWAY
SEQ_R10_29_SUN
SEQ_R10_30_WILY1_1
SEQ_R10_30_WILY1_2
SEQ_R10_31_WILY2
SEQ_R10_32_WILY5
SEQ_R10_33_CHALLENGE
SEQ_R10_34_ENDLESS
SEQ_R10_36_USUALDAY
SEQ_R10_37_FUTURE
SEQ_R10_38_SORTIE
SEQ_R10_39_STAFFROLL
SEQ_R10_40_SHOP_BLUES
SEQ_R10_41_SHOP_FORTE
SEQ_R10_42_ALLSTAGECLEAR
SEQ_R10_43_CRISIS
SEQ_R10_44_EVILWILY
SEQ_R10_45_ROLL
SEQ_R10_46_ENDING
SEQ_R10_47_SUSPICIOUS
SEQ_R10_48_WILYCASTLE_L
[/spoiler]

SEQ does mean that they used to be sequenced midi before you converted them into streamed brstm. ^^;
Title: Re: MegaMan 10 - More Playable Blues
Post by: OBJECTION MAN on March 07, 2010, 08:26:40 PM
Score! Thanks for the up.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Protoman Blues on March 07, 2010, 08:46:29 PM
Here are some pics from the Nintendo World event today...

(http://img684.imageshack.us/img684/584/dscn3130h.jpg)

SexyWil as Rock & Protoman Blues as Blues.  Trying to imitate the promo screen of them together.

(http://img697.imageshack.us/img697/6332/dscn3137d.jpg)

Protoman Blues with Playable Blues in the background.  Just PB's all around.

(http://img27.imageshack.us/img27/9391/dscn3132v.jpg)

I got to meet the girl who made the SheepMan plushie, who got like 5th place in the Capcom-Unity event.  She's really nice and really camera shy.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Alice in Entropy on March 07, 2010, 09:15:43 PM
(http://img27.imageshack.us/img27/9391/dscn3132v.jpg)

D'awwwwwwwwwwww~
Title: Re: MegaMan 10 - More Playable Blues
Post by: Skaarg on March 07, 2010, 09:26:42 PM
Something I had been thinking about when the intro video was initially put on the internet. Was anybody else possibly suspecting Roll would also go mad from Roboenza and there would be a battle in one of Wily Stages with Roll similar to X4's Zero/Iris battle? In one sense I was glad it didn't happen because defeating Roll even if she didn't die would have sucked.
Title: Re: MegaMan 10 - More Playable Blues
Post by: KudosForce on March 07, 2010, 09:29:47 PM
(http://img27.imageshack.us/img27/9391/dscn3132v.jpg)

I got to meet the girl who made the SheepMan plushie, who got like 5th place in the Capcom-Unity event.  She's really nice and really camera shy.

You are one lucky man, PB. Those plushies of hers are well-made (especially Magma Man's), so it's a privilege for you to touch one of them in person. :D

Something I had been thinking about when the intro video was initially put on the internet. Was anybody else possibly suspecting Roll would also go mad from Roboenza and there would be a battle in one of Wily Stages with Roll similar to X4's Zero/Iris battle? In one sense I was glad it didn't happen because defeating Roll even if she didn't die would have sucked.

Lots of people did. Not me, since I thought that Roll would be too ill to be doing any sort of action.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Protoman Blues on March 07, 2010, 09:30:51 PM
I was hoping Roll was partially behind it, but that's mainly cause I just wanna see a Roll Castle.   8D
Title: Re: MegaMan 10 - More Playable Blues
Post by: Blackhook on March 07, 2010, 09:33:37 PM
She would be an imbosible to defeat boss, if she would have used her moves from TvC :P + her 2 giant robot Slaves/Maids
Title: Re: MegaMan 10 - More Playable Blues
Post by: Protoman Blues on March 07, 2010, 09:38:56 PM
Oh yeah, I almost forgot.....THE SWAG!

(http://img251.imageshack.us/img251/8539/photo675.jpg)
(http://img693.imageshack.us/img693/9425/photo673.jpg)
Title: Re: MegaMan 10 - More Playable Blues
Post by: VixyNyan on March 07, 2010, 09:40:19 PM
Yay, you got stuff. x3
Title: Re: MegaMan 10 - More Playable Blues
Post by: Protoman Blues on March 07, 2010, 09:46:00 PM
Technically, the shirt cost me $20 for a 2000 Wii Points Card.  The poster was free though. 

So now I have 2000 Extra Wii Points to spend on something or other.  I...think I was suppose to do something with my Wii Points, but I can't remember.  Must not have been important.   8D
Title: Re: MegaMan 10 - More Playable Blues
Post by: Blackhook on March 07, 2010, 09:48:26 PM
Good for you
Title: Re: MegaMan 10 - More Playable Blues
Post by: VixyNyan on March 07, 2010, 09:55:49 PM
You deserve something fun to read, so click this link and take a peek. (http://forum.rockmanpm.com/index.php?topic=12.1100;msg=216898)
Title: Re: MegaMan 10 - More Playable Blues
Post by: Protoman Blues on March 07, 2010, 10:00:23 PM
 :'(

So beautiful! 
Title: Re: MegaMan 10 - More Playable Blues
Post by: KudosForce on March 07, 2010, 10:18:33 PM
Agreed, for great justice. owob

Though, some circles refer to PM as "Red Rocker", but I'll forgive that little oversight.

I was hoping Roll was partially behind it, but that's mainly cause I just wanna see a Roll Castle.   8D

Dare to dream, fellow Roll fan. Dare to dream. 8)

Though, having a fake Roll would be a better option, than having her be a villain for no good reason. >U<

She would be an imbosible to defeat boss, if she would have used her moves from TvC :P + her 2 giant robot Slaves/Maids

Let's not forget about her Hyper Roll form from MVC1 & 2, either. >U<
Title: Re: MegaMan 10 - More Playable Blues
Post by: Splashman on March 07, 2010, 10:36:26 PM
Hey guys and schmirdns. I just wanted to barge in and clean up this little mess:

I ripped the whole soundtrack properly form the .wad: http://www.youtube.com/view_play_list?p=7FB7562E07B0BA79

No, you didn't.
Your next statement shows that you couldn't have ripped the music from the WAD and that you have no idea what you're talking about.

The music is actually in the .brstm, the .brsar is for SFX.

The WAD doesn't contain any BRSTM (aka streamed waves) at all.
There is a BRSAR file though (an archive for various sound-related assets), which yet again contains collections of sound banks for SFX and music samples, and most importantly the RSEQ files, which are the melodies of the game in MIDI form. At the time of writing, BRSAR hacking is still going underway, but there's no proper way to play or rip the music from BRSARs automatically yet, unlike many related sound formats like 2SF for NDS which can be easily played in Winamp or Foobar2000.

I dunno. It feels like those newer rips belong to TMMN one way or the other (http://www.themmnetwork.com/wiki/index.php?title=Music_Archive#Mega_Man).

They CAN be made into streamed brstm, I guess, but these says something else.

SEQ does mean that they used to be sequenced midi before you converted them into streamed brstm. ^^;

Thank you for acknowledging who's done the real work to discover the secret tracks, I appreciate it.

There were never streamed files in the game to begin with. I suppose you could convert them back into BRSTM with a tool once you've recorded or ripped the sequences into WAVE or MP3, but why would you ever do that??
Title: Re: MegaMan 10 - More Playable Blues
Post by: Protoman Blues on March 07, 2010, 10:54:47 PM
Hey Splashy!  I must say I'm curious, as MMN's Music Archive Specialist, what do you think of MM10's soundtrack? 
Title: Re: MegaMan 10 - More Playable Blues
Post by: Irgendein on March 07, 2010, 10:58:50 PM
I suppose you could convert them back into BRSTM with a tool once you've recorded or ripped the sequences into WAVE or MP3, but why would you ever do that??
Well, they could be used in Super Smash Bros. Brawl.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Splashman on March 07, 2010, 11:10:18 PM
Hey Splashy!  I must say I'm curious, as MMN's Music Archive Specialist, what do you think of MM10's soundtrack? 

Hey schmirdn.
I must say I like it alot, and I predict it's a soundtrack that people will keep longer in mind than many of the previous original series. Even though right now you hear them proclaiming it to be utter fail, even over RM9.
The 13 composer-team that worked on it might give it a feel of inconsistency and being all over the place, but I say it just takes time getting used to.
I also like that the game doesn't try to be RM2 anymore and instead tries something new (all with NES sound limits in mind though).
I can't even name any favorite tracks, except the obvious Nitroman and Solarman choices, there are so many good ones. The Wily stages are all pretty awesome this time.

I'm really looking forward to the OST and Image Album.

Well, they could be used in Super Smash Bros. Brawl.
Ok sure, or any game that uses BRSTM. But they're useless in regard to RM10.
Title: Re: MegaMan 10 - More Playable Blues
Post by: VixyNyan on March 08, 2010, 12:13:04 AM
(http://lol.rockmanpm.com/mm10gst_id3v2_proper_rippers.png)
Title: Re: MegaMan 10 - More Playable Blues
Post by: Alice in Entropy on March 08, 2010, 12:14:19 AM
TECHNICAL TALK MAKE HEAD HURT

Call me when the thread starts being fun again, please.
Title: Re: MegaMan 10 - More Playable Blues
Post by: MexicanSunflower on March 08, 2010, 12:42:22 AM

[spoiler](http://i485.photobucket.com/albums/rr212/Takorax/trollface.jpg)[/spoiler]
Title: Re: MegaMan 10 - More Playable Blues
Post by: Reg on March 08, 2010, 03:18:08 AM
I can't wait to get my Wii and go through this game. I played MM9 on pal's Xbox 360 and dang, does that D-pad take some getting used to. The game pad I use for my PC feels way more comfy.

Splashman, much thanks for riping MM10's music. It's becoming one of my favorite MM scores. And Proto Man has the best shop music of the three. That theme is so good that it needs to be played in stores when people go out to shop.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Trip on March 08, 2010, 03:20:06 AM
I can't wait to get my Wii and go through this game. I played MM9 on pal's Xbox 360 and dang, does that D-pad take some getting used to. The game pad I use for my PC feels way more comfy.

Splashman, much thanks for riping MM10's music. It's becoming one of my favorite MM scores. And Proto Man has the best shop music of the three. That theme is so good that it needs to be played in stores when people go out to shop.

splashman didn't rip anything  :\
Title: Re: MegaMan 10 - More Playable Blues
Post by: Irgendein on March 08, 2010, 03:21:17 AM
splashman didn't rip anything  :\
Uh, yeah. He kinda did.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Trip on March 08, 2010, 03:21:44 AM
Uh, yeah. He kinda did.

no
Title: Re: MegaMan 10 - More Playable Blues
Post by: kosmos on March 08, 2010, 06:56:55 AM
Thanks for the music rip  owob.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Protoman Blues on March 08, 2010, 09:44:04 AM
Hey schmirdn.
I must say I like it alot, and I predict it's a soundtrack that people will keep longer in mind than many of the previous original series. Even though right now you hear them proclaiming it to be utter fail, even over RM9.
The 13 composer-team that worked on it might give it a feel of inconsistency and being all over the place, but I say it just takes time getting used to.
I also like that the game doesn't try to be RM2 anymore and instead tries something new (all with NES sound limits in mind though).
I can't even name any favorite tracks, except the obvious Nitroman and Solarman choices, there are so many good ones. The Wily stages are all pretty awesome this time.

I'm really looking forward to the OST and Image Album.

I pretty much agree with ya, Splashy.  I think it's one of the more unique soundtracks in MM, and I for one like it a lot.  I mentioned in another thread that the different take and use of 8-Bit sounds reminds me of how different MM3 sounded from MM2, and MM5 from MM4.  I can't say I like it more or less than MM9's soundtrack right now, since I don't listen to it as often.  However, I've also mentioned that I think MM10's Wily Stage II is one of the best Wily Stage themes ever made in all of MM.  The Special Stage tracks are simply pure loving fanservice!

Thanx for your input!
Title: Re: MegaMan 10 - More Playable Blues
Post by: VixyNyan on March 08, 2010, 09:25:27 PM
I really loved this part of the game. (The reaction is priceless too) >0< (http://www.youtube.com/watch?v=b0ajPDy83ow#t=5m46s)
Title: Re: MegaMan 10 - More Playable Blues
Post by: HyperSonicEXE on March 08, 2010, 09:44:15 PM
I really loved this part of the game. (The reaction is priceless too) >0< (http://www.youtube.com/watch?v=b0ajPDy83ow#t=5m46s)

That part was hilarious! XD
Title: Re: MegaMan 10 - More Playable Blues
Post by: Irgendein on March 08, 2010, 09:48:44 PM
To be honest, I didn't laugh when I first saw that. But only because I had spoiled it for myself beforehand.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Blackhook on March 08, 2010, 09:57:51 PM
I also was speechless when I saw it the first time
Title: Re: MegaMan 10 - More Playable Blues
Post by: Protoman Blues on March 08, 2010, 10:12:36 PM
I really loved this part of the game. (The reaction is priceless too) >0< (http://www.youtube.com/watch?v=b0ajPDy83ow#t=5m46s)

Again, where does he get the money for these places?  XD

Title: Re: MegaMan 10 - More Playable Blues
Post by: HyperSonicEXE on March 08, 2010, 10:17:43 PM
Again, where does he get the money for these places?  XD

He's probably still got leftover funds from 9's donations.

Also, Scrooge purchased lunar real estate from Wily, which is why we've never had a Wily Moonbase.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Irgendein on March 08, 2010, 10:19:26 PM
Again, where does he get the money for these places?  XD
(http://img196.imageshack.us/img196/5230/swissbank.png)

EDIT: Dammit, Aldo beat me
Title: Re: MegaMan 10 - More Playable Blues
Post by: Protoman Blues on March 08, 2010, 10:23:05 PM
Man he must've gotten a lot of moolah!

Also...I WON I WON I WON! (http://www.capcom-unity.com/jgonzo/blog/2010/03/08/capcom_unity_members_document_mega_man_10_launch_at_nintendo_world_store)
Title: Re: MegaMan 10 - More Playable Blues
Post by: HyperSonicEXE on March 08, 2010, 10:25:17 PM
(http://img196.imageshack.us/img196/5230/swissbank.png)

EDIT: Dammit, Aldo beat me

 8D

Man he must've gotten a lot of moolah!

Also...I WON I WON I WON! (http://www.capcom-unity.com/jgonzo/blog/2010/03/08/capcom_unity_members_document_mega_man_10_launch_at_nintendo_world_store)

SHEEP MAN PLUSH?!

Oh dear, Capcom's going to be filthy rich.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Akira on March 08, 2010, 10:27:39 PM
Man he must've gotten a lot of moolah!

Also...I WON I WON I WON! (http://www.capcom-unity.com/jgonzo/blog/2010/03/08/capcom_unity_members_document_mega_man_10_launch_at_nintendo_world_store)

You are Lucky PB! NYC has many cool events. I want that shirt  :(
Title: Re: MegaMan 10 - More Playable Blues
Post by: Dexter Dexter on March 08, 2010, 10:29:03 PM
Man he must've gotten a lot of moolah!

Also...I WON I WON I WON! (http://www.capcom-unity.com/jgonzo/blog/2010/03/08/capcom_unity_members_document_mega_man_10_launch_at_nintendo_world_store)
My head almost asploded from that picture of yours. I wanted to be there, but unfortunately, I was busy...
Title: Re: MegaMan 10 - More Playable Blues
Post by: Hypershell on March 09, 2010, 01:11:47 AM
I really loved this part of the game. (The reaction is priceless too) >0< (http://www.youtube.com/watch?v=b0ajPDy83ow#t=5m46s)
I didn't laugh, just kinda sat there in WTF silence.  Then when we finally reached the top, "Holy crap."

I pretty much agree with ya, Splashy.  I think it's one of the more unique soundtracks in MM, and I for one like it a lot.  I mentioned in another thread that the different take and use of 8-Bit sounds reminds me of how different MM3 sounded from MM2, and MM5 from MM4.  I can't say I like it more or less than MM9's soundtrack right now, since I don't listen to it as often.  However, I've also mentioned that I think MM10's Wily Stage II is one of the best Wily Stage themes ever made in all of MM.  The Special Stage tracks are simply pure loving fanservice!

Thanx for your input!
While I cannot recognize the fanservice of the Special Stages due to my lacking in RMW experience, I still like 10's soundtrack a lot.  The Robot Master music on the whole is solid, the stage select is kicking, as is the second Wily Castle (that is, Stage 1 main) and both of Wily's boss themes.  The menu theme isn't the most "Classic MegaMan sounding" thing around, but I'll gladly take it over 9's MM2 rehashes.  Speaking of which, remixes for boss intro and victory are outstanding.
Title: Re: MegaMan 10 - More Playable Blues
Post by: VixyNyan on March 09, 2010, 01:13:59 AM
I didn't laugh, just kinda sat there in WTF silence.  Then when we finally reached the top, "Holy crap."

You don't have to laugh. Just that silence and the "WOW!" experience is good enough for me. ^^

... wait a minute...?

While I cannot recognize the fanservice of the Special Stages due to my lacking in RMW experience

O^O Why you do this to me? You play/watch now! (http://forum.rockmanpm.com/index.php?topic=2634.0)
Title: Re: MegaMan 10 - More Playable Blues
Post by: Protoman Blues on March 09, 2010, 01:22:23 AM
While I cannot recognize the fanservice of the Special Stages due to my lacking in RMW experience,

 :o

That's a damn shame.  A damn shame...
Title: Re: MegaMan 10 - More Playable Blues
Post by: Hypershell on March 09, 2010, 01:23:17 AM
Blame Capcom not releasing Mania, because I damn well would have bought it.
Title: Re: MegaMan 10 - More Playable Blues
Post by: VixyNyan on March 09, 2010, 01:24:02 AM
Blame Capcom not releasing Mania, because I damn well would have bought it.

Did you try Lameboy DS or similar? :3
Title: Re: MegaMan 10 - More Playable Blues
Post by: Hypershell on March 09, 2010, 01:25:33 AM
Of course.  That's the only reason I have ANY firsthand experience with them at all.  It's just that whenever I want to sink some serious GB MegaMan time in, I remember that Lameboy plays Xtreme2 (my poor, poor cartridge and its dead contacts...).

EDITS: Getting acquainted with the Special Stage themes via music rips as we speak.  Even not recognizing the homage, they're STILL awesome.
Title: Re: MegaMan 10 - More Playable Blues
Post by: KudosForce on March 09, 2010, 01:55:27 AM
To be fair, Capcom DID somehow lose the source code. This wouldn't be the first time that they would do this sort of shenanigans (case in point: much of the promised content for the MMX collection being absent, due to Mega Man Maverick Hunter X's development). -_-

But still, indulge and enjoy! owob It's great that the new generation will get acquainted with the Mega Man Hunters, rather.

That part was hilarious! XD

Agreed. Though, I was slightly accidently spoiled by the mention of the castle being quite tall, it didn't keep me from getting a load out of that moment. XD

Again, where does he get the money for these places?  XD

Depends on the circumstances, really. It can be the result of amassing funds (in low profile, of course), recycling junk, or having technological "supplying" (e.g. Wily's teaming up with Dr. Light, in MM3).

For instance, if the Wiki info for Crystal Man's any indication, he most likely made money for building the MM5 castles, from selling his counterfeit crystals.

Though, in the case of MM10's, you could say that he's had left-over funds from his bank account, or just took advantage of the Roboenza frenzy, to take all the time in the world to build it and not get noticed. ;)
Title: Re: MegaMan 10 - More Playable Blues
Post by: Splashman on March 09, 2010, 03:02:04 AM
I really loved this part of the game. (The reaction is priceless too) >0< (http://www.youtube.com/watch?v=b0ajPDy83ow#t=5m46s)
Was a good surprise there. Secretly I hoped "Oh wow, now what? is this the 'Menace from outer space?' Do we get another 4-stage castle??" But I guess it rounded off the game nicely, too many castle stages end up making the game more boring, like in RM5-6.
Anybody notice that it was the first Wily space station in the main series, aside from the World games?

Speaking of which, remixes for boss intro and victory are outstanding.
Word. Stage Start is one of my favorite Rockman tracks, even though it's just a short jingle. I always look forward hearing a new edition of it.

Quote
Uh, yeah. He kinda did.
no
Trollish troll is technically right, because I didn't record it myself. But without me a full, clean rip wouldn't have been possible, so there you go.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Reg on March 09, 2010, 04:13:19 AM
It actually took me some time before I recognized Special Stage 1 and 3 but Special Stage 2 I knew in a heart beat. And I thought Capcom had all but forgotten the World games.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Satoryu on March 09, 2010, 04:14:17 AM
Jesus Christ. Even playing on Easy as Protoman, getting Mr. Perfect is still a [sonic slicer] to do. The boss repeats made me want to rip my hair out. For three hours straight was I playing that stage. And it might've been that much more difficult because I did No Coffee Break at the same time.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Protoman Blues on March 09, 2010, 05:31:44 AM
But I guess it rounded off the game nicely, too many castle stages end up making the game more boring, like in RM5-6.

I don't think the 2 castle system made the castles boring in MM5 & 6, but rather the fact that each castle only had one track.  At least in MM4, both Cossack's Citadel & Wily's Castle had two themes each.  Very good themes too, I might add.  Imagine if they did 2 castles each with 4-5 themes each.  Now that'd be awesome.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Dr. Wily II on March 09, 2010, 01:15:08 PM
Managed to steal a listen to the special stages themes.
Punk's was most easily recognisable, Ballade's the least (only familiar beat for 5 seconds).

For losing and making these up, it's really good actually. :3
Title: Re: MegaMan 10 - More Playable Blues
Post by: KudosForce on March 09, 2010, 04:48:59 PM
I don't think the 2 castle system made the castles boring in MM5 & 6, but rather the fact that each castle only had one track.  At least in MM4, both Cossack's Citadel & Wily's Castle had two themes each.  Very good themes too, I might add.  Imagine if they did 2 castles each with 4-5 themes each.  Now that'd be awesome.

Hey, let's not knock MM5's Wily stage theme, here. It's beautifully melancholic. :3

However, depending on how the cards are played, HKLurch18's MM72 project may grant your wish. ;)

Though, I wonder if MM11 will actually go back to the 2 castle system, given that MM10 had 5 Wily Castle stages...
Title: Re: MegaMan 10 - More Playable Blues
Post by: VixyNyan on March 09, 2010, 08:19:25 PM
Japanese DLC release date confirmed.

(http://lol.rockmanpm.com/rockman10dlcjapan.jpg)
Title: Re: MegaMan 10 - More Playable Blues
Post by: The Drunken Dishwasher on March 09, 2010, 08:36:51 PM
Mega Ran does a single dedicated to MM10~ (http://kotaku.com/5489338/mega-ran-raps-up-mega-man-10)
Title: Re: MegaMan 10 - More Playable Blues
Post by: Protoman Blues on March 09, 2010, 10:57:59 PM
Hey, let's not knock MM5's Wily stage theme, here. It's beautifully melancholic. :3

I'm not knocking the theme at all.  I'm knocking the fact that it's the only castle theme used.

Mega Ran does a single dedicated to MM10~ (http://kotaku.com/5489338/mega-ran-raps-up-mega-man-10)

I like it.
Title: Re: MegaMan 10 - More Playable Blues
Post by: KudosForce on March 09, 2010, 11:50:17 PM
I'm not knocking the theme at all.  I'm knocking the fact that it's the only castle theme used.

Fair enough. Capcom did cut a few corners, during the MM4-6 era.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Hypershell on March 11, 2010, 03:27:37 AM
I don't think the 2 castle system made the castles boring in MM5 & 6, but rather the fact that each castle only had one track.  At least in MM4, both Cossack's Citadel & Wily's Castle had two themes each.  Very good themes too, I might add.  Imagine if they did 2 castles each with 4-5 themes each.  Now that'd be awesome.
I don't know.  Being musically repetitive is a good point, but I really do think that an 8-or-9-stage final stretch is simply too long.  It deadens the "stage select" aspect of MegaMan if it's not in place for literally half the game.

Of course, we could solve that with revisiting the whole Doc Robot shpiel....
Title: Re: MegaMan 10 - More Playable Blues
Post by: Dr. Wily II on March 11, 2010, 01:17:35 PM
Mega Ran does a single dedicated to MM10~ (http://kotaku.com/5489338/mega-ran-raps-up-mega-man-10)
This sounded great.
Title: Re: MegaMan 10 - More Playable Blues
Post by: VixyNyan on March 11, 2010, 01:45:42 PM
All the Powers of the Sun! (http://www.youtube.com/watch?v=7aU7-Pardms)

XD
Title: Re: MegaMan 10 - More Playable Blues
Post by: AquaTeamV3 on March 11, 2010, 02:00:26 PM
XD

You realize now that I'll never be able to fight Solar man with a straight face again!
Title: Re: MegaMan 10 - More Playable Blues
Post by: borockman on March 11, 2010, 02:03:28 PM
Oh god damn! There will be yet another landslide for Solarman week.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Dr. Wily II on March 11, 2010, 02:09:55 PM
All the Powers of the Sun! (http://www.youtube.com/watch?v=7aU7-Pardms)

XD
Good old Andrew Dickman... XD
Lol at overcast skies, and the final scene. Brilliant. XD
Title: Re: MegaMan 10 - More Playable Blues
Post by: VixyNyan on March 11, 2010, 07:47:16 PM
I noticed something in the PS3 version... (besides the cute borders~) (http://www.youtube.com/watch?v=skKkEU2wlpk)

[youtube]skKkEU2wlpk[/youtube]

There's a "Saving..." message in the corner. It might slow down the game a bit. o.o;
Title: Re: MegaMan 10 - More Playable Blues
Post by: Protoman Blues on March 11, 2010, 09:33:49 PM
Slow down?  That's no good.
Title: Re: MegaMan 10 - More Playable Blues
Post by: VixyNyan on March 11, 2010, 09:41:51 PM
PSN version in Taiwan. The title is Rockman, but the dialog is in English (http://www.youtube.com/watch?v=Wn1Q69e-iw8)

[youtube]Wn1Q69e-iw8[/youtube]

"Saving..." message shows up here too, a little faster than Game Over. Right when a challenge has been cleared. ^^;
Title: Re: MegaMan 10 - More Playable Blues
Post by: Protoman Blues on March 11, 2010, 10:30:22 PM
I REALLY WANT THAT GIANT E CAN! (http://www.siliconera.com/2010/03/11/akihabara-attacks-mega-man-10-madness/)
Title: Re: MegaMan 10 - More Playable Blues
Post by: Dr. Wily II on March 12, 2010, 12:46:52 AM
Looks like it's a giant plushie... *o*
Title: Re: MegaMan 10 - More Playable Blues
Post by: Splashman on March 12, 2010, 06:21:34 PM
All the Powers of the Sun! (http://www.youtube.com/watch?v=7aU7-Pardms)

XD
Aww, Plugman's such a nice guy.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Saber on March 12, 2010, 08:30:41 PM
I'll just leave this here.

[youtube]http://www.youtube.com/watch?v=mIX-7vSgy9I[/youtube]
Title: Re: MegaMan 10 - More Playable Blues
Post by: Acid on March 12, 2010, 08:33:36 PM
It's so... inaccurate
Title: Re: MegaMan 10 - More Playable Blues
Post by: Saber on March 12, 2010, 08:34:08 PM
Do note the X1 Opening stage music in the background raped by terrible lyrics.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Alice in Entropy on March 12, 2010, 08:36:21 PM
Wasn't this already posted?

I got a laugh out of it.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Klavier Gavin on March 12, 2010, 09:20:22 PM
I'll just leave this here.

[youtube]http://www.youtube.com/watch?v=mIX-7vSgy9I[/youtube]

And finally, Game Trailers has posted this oldskool style TV Commercial for "Mega Man 10" called Exclusive The Lost Commercial.

http://www.gametrailers.com/remote_wrap.php?mid=62738

Watch it at Game Trailers (http://www.gametrailers.com/video/exclusive-the-mega-man-10/62738)

Source: Kyouya Garyuu

|:
Title: Re: MegaMan 10 - More Playable Blues
Post by: Hypershell on March 12, 2010, 11:16:57 PM
Do note the X1 Opening stage music in the background raped by terrible lyrics.
Indeed, but I thought it was funny.  *shrugs*
Title: Re: MegaMan 10 - More Playable Blues
Post by: Flame on March 12, 2010, 11:44:20 PM
Awesome Solarman.
http://www.youtube.com/watch?v=Gl_Le1SKn-o
Title: Re: MegaMan 10 - More Playable Blues
Post by: OBJECTION MAN on March 13, 2010, 05:21:07 AM
Awesome Solarman.
http://www.youtube.com/watch?v=Gl_Le1SKn-o

Nice! I really like it. It fits the heaviness of the original.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Solar on March 13, 2010, 09:16:41 PM
Ok, I just beat the game on normal with Rock. It was awesome, but it didn't give me that feeling of joy that 9 did, must've been the nostalgia. Honestly, I feel it gave me more trouble than 9 did, but 9 does have the strongest arsenal in the series so that may have made it easier. Still, the levels felt better designed to me.

I wish I hadn't been spoiled about Wily 5, that was SO [tornado fang]ing awesome and I can't imagine how I would've felt had I discovered it by myself :(
Title: Re: MegaMan 10 - More Playable Blues
Post by: Police Girl on March 14, 2010, 05:18:24 AM
Game is fun so far, I'm kinda pissed off however. Mainly because of Inti's failure to realize that challenges and rankings shouldn't be "Normal Mode Rockman Game Only", Reminds me of Zero 4 with the Cyber Elf and weather system (Except that game wasn't very hard.). Plus it seems like I have it in my head that challenges look down on you now.
Title: Re: MegaMan 10 - More Playable Blues
Post by: VixyNyan on March 14, 2010, 04:17:30 PM
Um you can do challenges on any difficulty, but the Ranking is only for Normal Rockman. If you want show your Time for the other characters, you have to take a picture or record a video. ^^;

(http://lol.rockmanpm.com/rockman10perfectchallenge.jpg)

</wii>

Posted on: March 14, 2010, 08:51:24
Anyone that got PAL version of Mega Man 10, is the game really this slow? :O

Mega Man 10 | Mega Man's Story | Solar Man (http://www.youtube.com/watch?v=QfCgJLjW6iI)
[youtube]QfCgJLjW6iI[/youtube]

Mega Man 10 | Mega Man's Story | Nitro Man (http://www.youtube.com/watch?v=aoYWCBQ-ctg)
[youtube]aoYWCBQ-ctg[/youtube]

I guess Mega Man 9 was the same, right?
I wonder, how does this affect Time Attack? >U<
Title: Re: MegaMan 10 - More Playable Blues
Post by: Splashman on March 14, 2010, 06:30:18 PM
Anyone that got PAL version of Mega Man 10, is the game really this slow? :O

No, definitely not. I had both NTSC and PAL versions, they play exactly the same. Except for Virtual Console, 50hz slowdown should be a thing of the past (thankfully).

Maybe he made it with an emulator, or had capturing issues.
Title: Re: MegaMan 10 - More Playable Blues
Post by: VixyNyan on March 14, 2010, 06:39:19 PM
Maybe. ^^; Here's the boot-up video. (http://www.youtube.com/watch?v=suib_DnbkNo)

Then I saw this Demo for the PS3 version. (http://www.youtube.com/watch?v=jEk6856E_24)

O.o;
Title: Re: MegaMan 10 - More Playable Blues
Post by: Police Girl on March 14, 2010, 09:11:49 PM
Um you can do challenges on any difficulty, but the Ranking is only for Normal Rockman.

The game lied to me. :( It made me believe I had to play normal mode.

EDIT: Holy [parasitic bomb]... the Easy mode is filled to the brim with Yashichis... its making it TOO easy...
Title: Re: MegaMan 10 - More Playable Blues
Post by: Copy X on March 16, 2010, 12:40:53 AM
Finally beat the game with Rock (I know, I know, I'm late but blame PS3) and I'm tackling Hard mode now. Got to Chill Man and I love the fact that the stages are more difficult and the bosses have new attack patterns. >0<

1 gripe so far, I'm baffled by ending. :/
Title: Re: MegaMan 10 - More Playable Blues
Post by: Police Girl on March 16, 2010, 03:13:53 AM
What the hell is wrong with the #1 Time attack for Wily Stage 5? The guy is just randomly shooting and [parasitic bomb] and somehow wins.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Dexter Dexter on March 16, 2010, 03:31:33 AM
Holy [parasitic bomb]... the Easy mode is filled to the brim with Yashichis... its making it TOO easy...
I think Capcom is insulting our intelligence...
Title: Re: MegaMan 10 - More Playable Blues
Post by: Satoryu on March 16, 2010, 03:39:20 AM
It must be for all the game reviewers and journalists. Cause they all complained how hard 9 was, even though it's not hard at all. Same goes for 10 on Normal; I still think it's easier than 9.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Solar on March 16, 2010, 03:43:04 AM
EDIT: Holy [parasitic bomb]... the Easy mode is filled to the brim with Yashichis... its making it TOO easy...

And my brother STILL managed to keep dying in it -___-
Title: Re: MegaMan 10 - More Playable Blues
Post by: Police Girl on March 16, 2010, 03:56:19 AM
I finished Easy Mode... With No Deaths, and for that matter, no Continues, AND no E-Tank Usage, UNDER AN HOUR. thats how you forcibly achieve 5 easy achievements. Mr. Perfect will come at a time when I actually feel like pissing myself off.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Zan on March 16, 2010, 05:15:32 PM
I think it's entirely possible to die in easy mode, but only by getting too cocky and falling into the sole unaltered trap. Which is why by default, you should just take some beat items and spike guards with you. I mean, got to use those screws for something, right?
Title: Re: MegaMan 10 - More Playable Blues
Post by: VixyNyan on March 16, 2010, 05:24:16 PM
You can buy the Hairstyle Book and do Headbanging and Trusty Sidearm in Castle Stage 4 if you feel like it. ^^b
Title: Re: MegaMan 10 - More Playable Blues
Post by: Police Girl on March 16, 2010, 10:19:35 PM
If I'm right, you don't have to rebuy the Hairstyle book every time you die, right?
Title: Re: MegaMan 10 - More Playable Blues
Post by: VixyNyan on March 16, 2010, 10:22:15 PM
I never died when I bought it the very first time and got those challenges, so I don't exactly know.

But like Mega Man 9, I think you have to buy it again if you lose a 1UP. >v<;
Title: Re: MegaMan 10 - More Playable Blues
Post by: ViperAcidZX on March 16, 2010, 10:30:47 PM
Mr. Perfect will come at a time when I actually feel like pissing myself off.

Same here on both Mega Man 9 and 10... ;O; I only manage to get about 40% of the challenges completed in Mega Man 9. I don't even want to think of even trying to accomplish them on Hero or Super Hero mode for that matter on Mega Man 9...
Title: Re: MegaMan 10 - More Playable Blues
Post by: HyperSonicEXE on March 16, 2010, 10:49:00 PM
Easy's embarrassing.

Hard Mode is bloody relentless, though. I beat Blade Man, and bloody if I got to Strike Man that same day. And Chill Man H shoots 3 shots and has a spread attack?
Forget Hard Mode; I can beat it in time, but I want to have fun doing it, not this tedious junk. And they've violated so many boss movement/attack design principles in this game, I lost count at Weapon Archive NAPALM whacking you over the head just about no matter where you stand and THEN huge ass bombs that most of the time you can jump over, but if the prior happened to you, you need the slide. Not to mention speedruns aren't as fun as 9's. And then there's the ending.

MM10, though not a bad game, is even higher on my Hit List than MM2 and on about the same level as MMX6.

Good thing it's got bloody good music...
Title: Re: MegaMan 10 - More Playable Blues
Post by: VixyNyan on March 16, 2010, 10:52:00 PM
I lost count at Weapon Archive NAPALM whacking you over the head just about no matter where you stand and THEN huge ass bombs that most of the time you can jump over, but if the prior happened to you, you need the slide.

Sliding? No. Just stand somewhere and when the bombs are thrown, walk towards Napalm's spot. ^^b
Title: Re: MegaMan 10 - More Playable Blues
Post by: Hypershell on March 17, 2010, 12:06:27 AM
I think it's entirely possible to die in easy mode, but only by getting too cocky and falling into the sole unaltered trap. Which is why by default, you should just take some beat items and spike guards with you. I mean, got to use those screws for something, right?
This is the most shameful objection I have ever had to make, but that is not true.  Sheep Man's stage on Easy Mode actually found a way to kill me that Normal Mode never could have.

Ordinarily, when jumping under disappearing blocks, a jump that peaks next to an existing block is safe from another block appearing right above your head and dropping you into the abyss.  Not so on Easy Mode's block bridges.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Zan on March 17, 2010, 02:18:25 AM
Sounds to me like you got cocky and tried to move too fast. Which is pretty much what I meant. It's a recipe for falling into the lone trap that does not have a convenient floating platform above it.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Rock Miyabi on March 22, 2010, 07:29:45 PM
Something (http://fast1.onesite.com/capcom-unity.com/user/jgonzo/large/9e72933a9468b1dc047db7e2406e3a5e.jpg?v=270000) tells me we're getting (http://fast1.onesite.com/capcom-unity.com/user/jgonzo/large/2b8cbf71cda5e0b440379d95ca7e0220.jpg?v=270000) some updated info (http://fast1.onesite.com/capcom-unity.com/user/jgonzo/large/8e8d56fd3576adfd3244194973c23498.jpg?v=270000) and images today... 8)
___________________________________________

*EDIT* I was hoping for more, but at least we get a little description about the stages, along with dates (http://www.capcom-unity.com/jgonzo/blog/2010/03/22/mega_man_10_special_time_attack_stages_and_bosses_revealed!). Special Stage 1 is out on the week of April 5th, with 2 and 3 coming out on the week of the 26th.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Zan on March 22, 2010, 08:23:15 PM
So, is that new art of the Rockman Killers or old art reused?
Title: Re: MegaMan 10 - More Playable Blues
Post by: Blackhook on March 22, 2010, 08:47:18 PM
I am not sure...the shading seems different... I might be wrong
Title: Re: MegaMan 10 - More Playable Blues
Post by: Rock Miyabi on March 22, 2010, 09:19:24 PM
It's brand new art as far as I can tell. There might be some similarities in the poses here and there, but I'm 99% certain it's fresh art.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Dr. Wily II on March 23, 2010, 12:55:04 AM
Finally! Some news!
Also, is it just me, but according to those screenies...
You can fire off Mirror Buster, and Mega has a spread buster of sorts? o_O
Title: Re: MegaMan 10 - More Playable Blues
Post by: VixyNyan on March 23, 2010, 01:06:36 AM
* MIRROR BUSTER: This weapon will guard you against some projectiles, and bounce them back at the enemy. The actual weapon doesn't do anything, because it acts like a shield.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Dr. Wily II on March 23, 2010, 01:35:50 AM
I know, but the screenie... D:
It looks like it was fired off... Unless you can now position Mirror Buster in places...

... NO THIS CAN'T BE
LIESSSSSSSSSSSSSSS
Title: Re: MegaMan 10 - More Playable Blues
Post by: VixyNyan on March 24, 2010, 01:45:52 AM
I got my Original Soundtrack~ Booklet scans are coming between tomorrow and the end of this week. ^.^
Title: Re: MegaMan 10 - More Playable Blues
Post by: Protoman Blues on March 24, 2010, 01:57:42 AM
WOOHOO!
Title: Re: MegaMan 10 - More Playable Blues
Post by: Mirby on March 25, 2010, 12:45:33 AM
Can't wait, Vixy~
Title: Re: MegaMan 10 - More Playable Blues
Post by: borockman on March 25, 2010, 12:46:40 AM
That's a good news! VERY!
Title: Re: MegaMan 10 - More Playable Blues
Post by: DjKlzonez on March 25, 2010, 02:59:49 AM
When its the OST released? has someone ripped it already (if it's already out) ?
Title: Re: MegaMan 10 - More Playable Blues
Post by: VixyNyan on March 25, 2010, 12:52:01 PM
It's right here, and there's Booklet scans inside too. (http://forum.rockmanpm.com/index.php?topic=172.0)
Title: Re: MegaMan 10 - More Playable Blues
Post by: borockman on March 25, 2010, 01:05:21 PM
Already did! Thanks Vixy!
Title: Re: MegaMan 10 - More Playable Blues
Post by: OBJECTION MAN on March 26, 2010, 12:28:49 AM
My profound thanks to you.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Dr. Wily II on March 28, 2010, 08:47:30 AM
Indeed, huge thanks Vixy. :3
And now, to wait for the Killers' appearance...
Title: Re: MegaMan 10 - More Playable Blues
Post by: Blaze Yeager on March 28, 2010, 08:50:43 PM
Meh,i finished it in under 1-Hour on Normal...

and Hard Mode is REALLY Annoying


what would be funny for 11 would be a Insane Mode.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Duke87 on April 06, 2010, 10:49:05 PM
So, look what I just got as a clear time:

(http://img688.imageshack.us/img688/6585/dscn6654.jpg)
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!


Title: Re: MegaMan 10 - More Playable Blues
Post by: Acid on April 06, 2010, 10:52:33 PM
You must sue Capcom!
Title: Re: MegaMan 10 - More Playable Blues
Post by: Dexter Dexter on April 06, 2010, 10:53:20 PM
*eyeballs explode* HOT DAMN.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Zan on April 07, 2010, 01:36:21 AM
Quote
it's not "under an hour" you need, it's "an hour or less". The game lies!

It's practically the same thing, you know.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Satoryu on April 07, 2010, 01:50:57 AM
It's not you know. Under an hour means <1 hour, an hour or less means <=1 hour.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Zan on April 07, 2010, 02:09:22 AM
Not if you take into account values smaller than seconds. Either it's rounding upward, or the code actually says "less than 1:00:01". There's no way you stopped on 1:00:00 on the milisecond.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Satoryu on April 07, 2010, 02:13:42 AM
Doesn't make it correct.
Title: Re: MegaMan 10 - More Playable Blues
Post by: Flame on April 14, 2010, 05:12:41 PM
I just beat it with Bass. I love ow the last stage is all upside down.

Its also awesome when the little line on the fortress map goes p up up aaaaaaalll the way up STILL going up- to end up in space. that is such an awesome moment.

Also, the Archive thing boss is probably one of the most interesting copy bosses since Doc Robots. though I find it odd Wily would use the data from light's robots. But then again, you just cant beat Thunder beam. XD

the first fortress Level is very cool. Although i was almost disappointed the whole thing wasnt outside in the rain. that would have been brand new for the wily stages... And the music for it was cool too. but then it became another generic Wily stage.

Also, small question.[spoiler] If Bass was not specifically fighting Wily before he caught Roboenza, (which seems to be the reason for him wanting to teach him a lesson- for letting him catch it) then why did he go through all of WIly's first fortress stage?

And lastly-
OH GOD BLOCK DEVIL[/spoiler]
Title: Re: MegaMan 10 - More Playable Blues
Post by: Fragman on April 16, 2010, 10:44:37 AM
Seems to me Bass was probably sent by Wily to look for the components of the Roboenza cure, and saw Wily's big announcement and got pissed off that he was sent on a fool's errand.