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Messages - Shinryu

Pages: 1
1
Fan Games / Re: Mega Man: Rock Force
« on: March 07, 2014, 10:04:17 PM »
Got done testing out the updates to this a while ago. I have to say, the work you put into this continues to become more and more amazing, Goldwater. These updates are definitely going to warrant a second playthrough on my channel at some point.

Beyond that, I feel I should point out a small bug I discovered as well. If the Crypt Cloak is active, and should Mega Man die by falling down a pit (or by extent, die in nearly any other manner), the ammo for the Crypt Cloak itself will continue to drain. This also seems to happen if you finish off a boss while the Crypt Cloak's functions are turned on. While the latter case isn't too much to worry about (considering it's the end of the stage and all), the former one I feel could be in need of a fix.

2
Fan Games / Re: Any Mega Man classic series fan games left to beat?
« on: February 05, 2014, 06:12:38 AM »
Aside from Rockman 7 and 8 FC, I can't really spot too many others to suggest (or at least, ones that aren't out yet). In those regards, we still have Mega Man Eternal to look forward to. From what I understand, it's supposed to be released sometime between early-to-midway of this year. Aside from that, there's another one planned for release called Mega Man: Revenge of the Fallen (no relation to that awful Transformers movie, hopefully). The game itself looks...well, half-way decent, at least from what I've seen in its demo videos. It certainly looks to be a bit better than Mega Man Project Zero, that's for sure.

3
Off The Wall / Re: Latest Buys
« on: November 08, 2013, 07:18:12 PM »
A new toy for a new best friend:
[spoiler][/spoiler]

4
Fan Games / Re: Mega Man 42 - Released!
« on: November 05, 2013, 01:07:56 PM »
Well, persistence has paid off for me, and I somehow managed to beat this game. I didn't enjoy it. Not one, single, solitary moment of it. All of the reasons as to why will be listed below. As stated before, I'm pretty much taking a page out of Joseph Collins' book (read: completely ripping him off) and listing off every major bug I managed to find, along with every complaint I have for different portions of this game. Since I'm still checking for bugs in the 8 main stages, I'll primarily post listings for general aspects on the game itself and the Wily stages for now. I'll update this to include the main stages later.

[spoiler=Overall/General Aspects]
Bugs:
  • When playing the game in windowed mode, if you minimize or deselect the game itself, it will still respond to certain inputs. This is most notable on the title screen, where the up and down arrows can still be used to select options. The enter key is also capable of pausing and unpausing during actual gameplay should you have the game minimized.
  • Certain inputs in the button config option can become glitched, with their input suddenly registering as "Unknown."
  • Portions of Roll's sprites will change to her original palette while she has a weapon equipped. This is mostly seen whenever climbing up a ladder.
  • Both Mega Man and Roll's jumping is extremely off. The acceleration for this is essentially backwards, which in turn causes both characters to slow up and "hover" in mid-air for a moment on reaching the peak of their jump.
  • Attempting to cancel out of Roll's dash by pushing jump causes her momentum to carry over regardless of what buttons you press. Even if you hold the opposite direction during this, she'll still briefly fly towards whatever way you were previously dashing.
  • Dropped items will sometimes zip through platforms if they're produced from an enemy that's directly below or too close to such surfaces (this mostly happens with the red platform-crawling enemies).
  • Mega Man and Roll will sometimes recoil in the wrong direction when they're hit.
  • Obtaining the item dropped from bosses while getting hit at the same time will cause both Mega Man and Roll to freeze in their "getting hit" animations. Other graphical anomalies can potentially emerge during this as well (I had a situation where this happened with Mega Man that caused his sprites for walking and shooting to be layered over his stunned state).
  • A similar glitch to the above one can happen if you have a weapon equipped, and then get hit while transitioning screens. Both Mega Man and Roll's palettes will either show signs of glitching or layering with their default ones.
  • The animation loop on the lower-half of Wily's saucer is positioned incorrectly.
  • (Intentional?) The weapons in the pause screen initially seemed spaced out enough so that there could be 4 on each side. Upon obtaining a set amount however, the weapons become bunched together in the menu, leaving 6 on the left side and 2 on the right.
  • (Intentional?) Revisiting an already completed stage plays the Robot Master's intro again.
  • (Intentional?) Robot Masters will still appear at the end of a stage, regardless of whether or not you previously defeated them.

Complaints:
  • The game boots up in full-screen mode. This is more of a personal pet peeve of mine, but full-screen mode is a bit of a nuisance for when one wants to multitask with certain aspects. The game can be put into windowed mode by pressing F4, but it begs the question as to why the game couldn't just start off like this upon being booted up (especially considering you can still maximize or minimize the game in this state).
  • There is virtually no story in this game. I understand that Mega Man games aren't looked upon for their "spectacular" story telling, but you could have at least put in some form of introduction sequence before immediately bringing up the title screen. (*)
  • The title screen has no music. (*)
  • A good portion of the actual music in the game is downright horrible. Most of the tracks sound incredibly bland, with no traces of structure of polishing to them, or are so incredibly cacophonous that they could be considered a form of musical torture.
  • Much like the music, the graphics are all over the place. Most of them are very crudely and poorly drawn, with the biggest offenders being the Robot Masters. From a design-standpoint, all of them don't even look like they belong in a Mega Man game. This is excluding the fact that all of them have horribly wobbly looking structures, along with arms that resemble wet pool noodles.
  • Touching spikes with invincibility time will still kill the player (*)
  • The recoil from damage in this game is absurd. Every time you take a hit, you get sent flying back much further than you would in any of the official games (and all in a mere instant as well).
  • I'm not exactly a fan of pun-based Robot Masters (Sand Man, Mad Man, Ombuds Man, etc). Normally this kind of stuff implies a much less serious tone, in which I'd simply pass it off and think nothing of it. This is what I would think, if the game didn't completely contradict this notion later on. [See Ending section for details]
  • Why is it a requirement to hold left or right in order to use Roll's dashing move? This never had to be in either the classic or X series, where you could just hold down in-place and slide in the former - and just hit a single button or double-tap forward in the latter. The way Roll's dash is set up in this game makes it feel unnecessarily awkward to control.

(*) Note: I realize that this game is based on aspects of the original Mega Man, and that some of the details I listed were present in that game. As stated before however, I really don't like this overall notion. To revert back to the very beginning of the series is to essentially dumb down the gameplay (and in the process, reverting back to many design flaws as well). When it all comes down to it, the game itself is devoid of any sense of depth or intriguing aspects that made the later games in the series so enjoyable.
[/spoiler]

[spoiler=Enemies]
Bugs:
  • Collecting any form of item will cause enemies to disappear while the player's energy is refilled.
  • Certain enemies can move during screen transitions. This is most notable with the jumping skull enemies found in Zombie Man's stage and Wily 1.
  • Enemy spawn-points can continually produce the same enemy regardless of whether or not the original one is dead. This can lead to instances of cloning the same enemy over and over again.
  • The Soldier-Met enemies will sometimes throw their grenades directly behind them (without changing direction). This seems to mostly occur when one emerges on-screen at the same time it throws a grenade.
  • A similar glitch can happen with the Elephant Head enemies. They'll sometimes fire projectiles behind them, and even at other strange, yet varying angles and speed depending on where the player is standing.
  • Shooting a Zombie enemy as it falls off a ledge will cause its upper-half to zip off-screen.
  • The hit-box for the circular explosions that some enemies produce is far too big for its own good.

Complaints:
  • Most enemies that fire projectiles lack any form of animation for their attacks. This is understandable for certain enemies like the Mets, but why do the Paper-Boxes in Ombuds Man's stage and the Tooth Fairies in Sand Man's stage lack any kind of unique animation for sending out their projectiles? It makes them look more like static objects than enemies.
  • Some enemies have no start-up time or wind-up animations for their attacks. The biggest offender in this regard are the Sniper Joe type enemies. Their melee attack is only a single frame, and they only do this move if you're ridiculously close to them (which pretty much guarantees that you'll be taking damage from them if you don't have Missile Man's weapon).
  • Did you seriously feel the need to make the beetle enemies in Wily 5 as small as possible? The color choice on them also makes them blend in with the background, further adding to the annoyance of locating and trying to get rid of them. Furthermore, why on earth are these insects enemies to begin with? And for that matter, why does Mega Man take damage from something as minuscule as them? They don't seem to be robots, considering their size and coloration. If anything, these seem more like enemies that you'd find in the Mega Man DOS games.
[/spoiler]

[spoiler=Weapons]
Bugs:
  • The Thunder Hammer always disappears upon returning to the original position where it was fired, rather than flying past it and off-screen.
  • The collision detection for the Launch Missile is extremely off. There were several occasions where I clearly landed on top of the Missile to utilize its platform functions, only to end up falling right through it.
  • The Radiation Ray will sometimes cause enemies to lock on to the locations of other enemies that are either already destroyed, or those that aren't present on the screen.
  • The hit-box and path-finding for the Homing Laser are extremely glitch-ridden. It has the potential to either curve around the intended target completely, or dances around any with high mobility (eg, Sky Man) while somehow failing to hit them.

Complaints:
  • The player should at least have some control over what direction the Insane Cannon's bullets fire out, or at least have their potential paths condensed slightly. As it stands now, this weapon is pretty much useless at anything but point-blank range.
  • The graphic for the Color Glob sticking to the floor doesn't change if the projectile hits a wall. Could you seriously not make a new graphic for this, or at least turn the existing one on its side so it doesn't look so lazily implemented?
  • The Radiation Ray's sprite(s?) are way too big, and it looks very unappealing at that (I can't even tell if it actually has more than one frame of animation).
  • The animation for the Sleeping Sand is highly delayed.
  • The Paper Slash's ammo count is quite limited in comparison to other weapons that hold a similar premise (for reference, the Magma Bazooka has 56 total shots). I'd suggest boosting the ammo from 14 to 28 to actually make it more of a worth-while weapon.
[/spoiler]

[spoiler=Wily Stage 1]
Bugs:
  • This mainly applies to a few set stages, but I feel this is the best place to list it. There are several glitches that can occur after defeating any of the fortress bosses in Wily stages 1 through 3. These include (but are probably not limited to) the following...
    - Mega Man/Roll will freeze in their "taking damage" animation after being hit at the same time a fortress boss is destroyed.
    - After defeating a boss, both characters can suddenly revert back to their normal palette if they have a weapon equipped.
    - Both characters can get stuck in a loop of their walking animation after defeating a boss.

Complaints:
  • I absolutely despise the edge-hopping section that was incorporated into this. The only "challenge" that comes from this is how poorly designed this "gimmick" is. All it does is lead to unnecessary frustration. The worst part is that this isn't the only section like this...
  • The Yellow Devil boss seems to have sections that break off out of thin air. As in, there's no sprite of the Devil itself in the position where one of its globs emerged from. That's kind of a cheap thing to throw at the player (especially since these invisible spots also seem to hurt the player when there's clearly nothing there).
[/spoiler]

[spoiler=Wily Stage 2]
Bugs:
Aside from the ones with the fortress boss, I did not find any bugs in this stage (yet).

Complaints:
  • I know you put in a few large energy items to help refill the Launch Missile, but that still doesn't excuse the first section that forces you to use it in order to progress. If you mess up or just didn't refill the Missile, you're pretty much screwed (unless you want to farm off of the goat-like enemies at the start of the stage for all eternity, but that really shouldn't be a requirement for the player to actually progress in the game). Not only that, but the Missile riding segment drains up nearly all of its ammo. If the section was shorter and more forgiving with the ammo count, then I could probably see past it. As it stands however, this is a horrible way to start off this stage.
  • The boss of the stage. Just the boss itself. I'm not a fan of gigantic, static enemies with no frames of animation that lob out projectiles in every way imaginable. It's quite another thing however, to have this thing's attacks nearly unavoidable whenever it gets too close. Not to mention that the damage sustained from it is way too high.
[/spoiler]

[spoiler=Wily Stage 3]
Bugs:
Aside from the ones with the fortress boss, I did not find any bugs in this stage (yet)

Complaints:

  • This room.
    THIS. [tornado fang]ing. ROOM.
    Whoever designed this room needs to be smacked upside the head with a snow-shovel. This is easily, the most spiteful, detestable, loathsome, evil, baby-kidnappingly horrendous excuse of a room I've ever had to go through, in ANY Mega Man fan-game.
  • The boss of this stage has no weakness. Granted, I can sort of understand the thought process behind this (considering he uses every RM weapon at pure random), but you could have least given him one, minor weakness. Every other boss in the game has one, so why not this guy?
[/spoiler]

[spoiler=Wily Stage 4]
Bugs:
  • The position detection for the teleporters seem to be broken somewhat. Sometimes when I stand on one, Mega Man/Roll won't be sent off as per usual. The detection for it either seems to be on the very left side of them, or just extremely off-center.

Complaints:
Not much to say here. It's just a typical boss-rush stage, and that's about it (even though I could make entire post rambling on about why these Boss Rushes are obnoxious and need to die off altogether). Then again, this stage could be considered a bit redundant as well, mostly considering the nature of Wily 3's boss.
[/spoiler]

[spoiler=Wily Stage 5 and Ending]
Bugs:
I did not find any bugs in this stage (aside from the aforementioned and annoying beetles, that is).

Complaints:
  • The final boss has three phases. Granted, the boss itself is much easier when you know its weaknesses and where to position yourself for each of its attacks. The first time around though, it's absolutely dreadful. Even the first Mega Man's final boss only had two phases. So why give this one three? To make it more challenging? All this amounts to is a tedious endurance test. It's neither fun, nor is it challenging once you understand how each phase works.
  • In going back to the potential notion of this being a non-serious game: If that was your intention, then why on earth did you throw in the whole "Let's kill Dr. Wily" bit from the end of Mega Man 7? Aside from it being completely out of character here, it's also highly contradictory given the obvious.
  • Where on earth were Rush, Eddie, and Beat the entire game? Again, I realize this is going off of aspects from the first Mega Man game, and none of them were present at that time. Considering you have them all show up for the ending however, it begs the question as to why they couldn't have been available in-game.
[/spoiler]

There's probably a lot more I missed, and I'll likely be updating this (and including the 8 main stages, of course) as time goes on. Overall however, this game is just one gigantic pain from start to finish. There's nothing fun about it. Not in any theoretical or practical sense. The only saving grace of it is a few potentially interesting mechanics behind some of the weapons - and even that gets botched up due to the numerous bugs and highly unappealing gameplay.

5
Off The Wall / Re: Reposted Picture Thread (56K Warning)
« on: November 01, 2013, 12:06:19 AM »


Don't lie. We've all had a moment like this in one form or another.

6
Fan Games / Re: Mega Man 42 - Released!
« on: October 31, 2013, 03:06:50 AM »
I just got done testing this game out for an hour or so. Even though my expectations weren't exactly high for this game to begin with (refer to my first post in this thread), I tried to go into this with a bit of an optimistic outlook. Unfortunately however, that outlook came back to bite me harder than I could ever imagine.

Right now, I'm doing everything in my power to type all of this without exploding into a sea of anger that would make even the most vulgar and hate-fueled forum goers cringe in anguish. For the longest while, I proclaimed "Mega Man Rocks" to be the absolute king of garbage when it came to poorly made fan-games...but not anymore. There are so many different problems with this game that it's not even funny. It's actually gotten to the point where I'm highly considering ripping off Joseph Collins' style of creating a list that pin-points every last complaint and bug with the game. However, I don't feel inclined to do so right now (mostly considering I haven't beaten the game yet). For now though, I'll briefly describe some of the major aspects that make me think so negatively on this game.

[spoiler]
- The overall engine is extremely flawed in more than one way. Movement, scrolling, and among other aspects feel so off that it barely feels like I'm playing a game inspired by the mechanics of Mega Man.

- Movement in particular is extremely awkward. Upon reaching the peak of your jump, Mega Man/Roll seems to hover slightly in mid-air for roughly half a second. This makes jumping around on platforms (some of which are constructed and positioned in such asinine ways) extremely awkward.

- The recoil from damage in this game is just insane. Every single time you take a hit, you'll be sent flying backwards at an alarming rate. The distance you get thrown from damage is much greater than in any other official Mega Man game as well. All of this pretty much guarantees a few cheap deaths from being flung into bottomless bits.

- The graphics are outright atrocious looking. Nearly everything in the game, especially the Robot Masters, look like they were done up in MS Paint in about 3 minutes. The overall look of most of the things found in this game is completely unlike Mega Man in almost every single aspect.

- A good chunk of the music is outright ear-bleeding. Missile Man and Sand Man's stage themes are easily among the worst of the bunch. The composition on these pieces is either extremely bland, completely unlike that of a Mega Man game, or so jumbled and ear-piercing that it becomes unbearable to listen to.

- The level design is absolutely wretched. I understand this is supposed to be taking after Mega Man 1, and while that game did have its fair share of flaws in its level design, it doesn't even come anywhere close to this game. A good example of this is in Missile Man's stage - primarily with a jump that requires the player to leap over a small gap, but with barely any room to do so due to a disturbingly low ceiling. From what I've seen so far, a few jumps similar to this also appear in one of the Wily stages.

- The Password system. We live in the year 2013 - and soon to be 2014. Even in the regards of this game trying to imitate the style of a much older game, the password system is extremely unnecessary. It's an outdated mechanic that was only used due to most games back then not having enough memory space to allow for such a feature. Considering this game is for the PC, there is NO excuse not to have a functioning save feature.

- The game itself starts off in full-screen mode. I don't particularly like full-screen mode for more personal reasons than technical ones (I'm the kind of guy that likes to multi-task when doing these things, and full-screen gets in the way of that for several obvious reasons). You can put the game into windowed mode by pressing F4 however, but that only begs the question: If you were going to include a windowed mode on this, then why make it automatically become full-screen on launching it? Why not just keep it in windowed mode for easier methods of maximizing and minimizing the game? Or better yet, add an options menu to adjust something like this.
[/spoiler]

Ugh...I'm gonna need a minute after all that...or an hour...or maybe a few days/weeks/months/eons/whatever. I'll probably go through with that list once I complete the game.

Update: 10/31/13
I can't stand to reach the end of this thing. Even though my word would probably be a bit more credible if I had completed the game, I don't think I'll be doing so for a while. I'm officially at my wits end, and all due to one particular instance that occurred in this game.

Due to the insane recoil as mentioned in my list of issues, I was struck by a Sniper Joe-esque enemy (that only seems to come to life and attack whenever he sees fit), and landed directly into a pit of spikes without any chance to save myself. Even with invincibility time, I still died upon hitting the spikes. Now then, I understand this game is obviously going off aspects from the very first official Mega Man game - and the lack of invincibility time saving you from spikes was indeed something that was present in the original.

With that being said however, why do you think Capcom saw fit to change this in every single other Mega Man game released? It's because they knew the first game had a ton of design flaws, with the invincibility time not counting towards spikes being one of them. Why do you think they added things like E-Tanks, a slide, a chargeable buster, and even a save feature as the series went on? It was to make new innovations to the series in order to make it fun. That's why.

This whole thing all goes back to a point I made in my original post: Unless you're actually willing to make an effort to improve upon certain aspects (which Capcom obviously already did as the series went on), making a game based on the outdated and flawed aspects of the original Mega Man game is not a good idea in any way, shape, or form. Case closed.

7
Fan Games / Re: Super Megaman 3 (Released)
« on: October 28, 2013, 07:22:33 PM »
I actually got done playing this game a while ago (mostly out of boredom in searching for various projects to make videos on). In comparison with the three other classic styled fan-games that have come about this year (Unlimited, Revolution, and Rock Force), this is definitely the weakest of the bunch. I'm a bit tempted to make a fully organized list to pin-point every aspect that's wrong with this game, but I feel like I'd be ripping off Joseph Collins' forms of in-depth analysis. In the very least however, I'll point out some of the biggest glaring flaws with this game.

NOTE: I have quite a bit to say on this game at the moment. So...you may want to get a snack if you choose to actually read what's beyond this next spoiler tag.

[spoiler]
First up, basic forms of movement feel very off. Both characters feel somewhat "floaty" when it comes to moving around and jumping on things. Mega Man in particular seems to have a problem with his walking cycle (it seems very jerky and a bit too quick). I think all this is less noticeable when playing as Proto Man, but it's all still there.

Speaking of the two characters, there doesn't really seem to be many differences between them. Unlike in MM9 and 10, Mega Man is perfectly capable of sliding and charging his buster here. Proto Man also retains these abilities, along with a few of his other traits (though not all of them). He has the standard two bullets on-screen limitation, along with the ability to deflect small projectiles with his shield. He doesn't seem to take any more damage from hazards than Mega Man would however, which was a defining trait of his play-style in the two aforementioned official games. When it boils down to it, Proto Man only has two very minor aspects that separate his play-style from Mega Man's in this game. Aside from aspects related to the story-line (don't even get me started on that bit), there's virtually no reason to pick one over the other.

Aside from all that, there's a ton of other things wrong about this game. The level design is completely whacked-out, having multiple paths that branch out all over the place - some of which contain minor secrets, but most of the time it just makes things more confusing than necessary. A lot of the enemies also suffer from various problems, the most notable of these being sprite-clashing appearances. The most blatant example of this are a few flying enemies straight out of Mega Man 8 (not the fan-made FC version, either. I mean the PS/Saturn version), and the giant spider enemies in Arach Man's stage. That's not to say the other enemies are much better, though. The Sniper Joe's animations for firing are so stiff and slow that they seem even more out-of-place in comparison to everything (I think they might even be missing set frames of animation as well).

Another flawed aspect I feel needs to be mentioned are the weapons. Some of them are so poorly designed that it just leaves me a bit speechless. For example: Camo Man's weapon is basically just a crappier version of the Commando Bomb. I want you to stop and think about that for a moment. There's a weapon in this game that's a worse version of the Commando Bomb, which is already a terrible version of the Crash Bomb (which in itself is already one of the worst weapons in the classic series). On the flip-side of things, there's a few other weapons that are so overpowered that they nearly put the Phantom Fuse from Rock Force to shame. Blaze Man and Glacier Man's weapons are capable of killing nearly every enemy in the game with just one shot - the latter of which (the Arctic Crush) is an instantaneous full-screen enemy eraser that hits everything multiple times with high damage output. That's not even to mention the Dragon Lance as well (an extra weapon you obtain by defeating Dragon Man, this game's secret boss of sorts). This weapon is basically a slightly better version of Blaze Man's weapon. While it doesn't deal as much damage, its ammo count is much higher, and it can pierce through every form of shielded enemy in the game. Essentially, those three weapons make every other one in the game completely obsolete (with the possible exception of using them on bosses). It really makes me wonder if there was any form of quality control here whatsoever.

Everything else in this game seems to speak for itself. The shoddy design on the Robot Masters isn't quite on the level of someone like Chiko's work, but it's still pretty bad. Arach Man is easily the biggest offender in terms of names (seriously, why not just call him Arachnid Man?), while Aero Man wins the award for being the most generic looking. Out of all the Robot Masters, I think Blaze Man is only semi-passable one of the bunch. Beyond that gigantic output of information, I have nothing left to say on this game (with the exception of the ending. The ending to this game is one of the most insane and mind-numbing things I've ever bared witness to...but hey, now I'm pushing it in making this post even longer, so I may as well just stop for now).
[/spoiler]

8
Off The Wall / Re: Reposted Picture Thread (56K Warning)
« on: October 28, 2013, 01:58:22 PM »
Not Dr. Bubbleman

I'm slightly disappointed

Ah, you're right. I should have modified that too.  >_<

Now I can't help but picture Bubble Man in Dr. Wily's lab-coat, flying around in his saucer to a largely underwater-themed fortress.

9
Forum Games / Re: Super "What Are You Thinking?" ReBirth
« on: October 27, 2013, 08:59:29 PM »
You could probably base most of that list off of MM2 and MM9. MM6's weapons were really not that good.

Mega Man 9's weapons would be a bit more difficult for me to pin-point through a best/worst list. All of the weapons from that game are really good. It's obviously a lot easier with a set variety to the weapon's overall usefulness, such as the case with Mega Man 2.

Since I have nothing better to do with my time however, I may as well jot down my thoughts on each weapon - starting in order from best to worst.

[spoiler]
Metal Blade - I don't think I need to comment on this weapon, or how predictable it is for me to put it at the top of MM2's weapon listings.

Quick Boomerang - A bit of a difficult choice between this and the Time Stopper for the second place. While most people tend to play Flash Man's stage before Quick Man, the latter's weapon is definitely more useful. With 224 total uses, and even with the aspect of rapid-fire, there's virtually no way to exhaust this weapon's ammo count unless you intentionally do so. This makes it all the more helpful for taking down things if by some chance you've gone crazy with your Metal Blade usage - which is a pretty good possibility, to say the least.

Time Stopper - While nowhere near as good as Bright Man's version, it's still a decent support weapon that has its fair share of uses in certain sections of the game. Quick Man's force beams not-withstanding, of course.

Air Shooter - Not the most helpful or direct of the weapons, but it can be used to instantly destroy those brutally annoying ride-mechs that some of the Sniper Joe's have acquired in this game. Other than that, Crash Man, and maybe for enemies that are above you, it doesn't have too many other uses.

Bubble Lead - While somewhat lack-luster at first glance, I actually find this to be a semi-decent weapon. Yes, there's a good chunk of enemies that it doesn't work on, but there's also a fair share that it's capable of dealing with just as well. The annoying Springer enemies come to mind on this.

Atomic Fire - This weapon doesn't nearly live up to its cool name-sake. The standard attack is pretty weak overall. The charged version, while obviously much more devastating and accurate in attack strength, is still agonizingly slow. By the time you fully charge this thing up, you could have used one of several other methods to deal with whatever you're planning on destroying with it.

Leaf Shield - The first shield weapon of the series if I recall, and it's also one of the worst. It has 9 total uses, barely protects you from anything without flaking out, and there are good number of enemies that it's absolutely ineffective against.

Crash Bomb - My disdain for this weapon seems to know no bounds. I think a part of it is due to the fact that the game forces you to use just about all of it for that stupid Boobeam Trap boss. Aside from that, the weapon itself is a mess. It has 7 total shots, is rather slow when being fired off, and has an unnecessarily long start-up time for its explosion. Aside from breaking the occasional door, and the aforementioned Boobeam Trap, this weapon is absolutely horrible.
[/spoiler]

10
Forum Games / Re: Super "What Are You Thinking?" ReBirth
« on: October 27, 2013, 07:39:03 PM »
Well I'm curious to see your list. Does anything from MM6 make it on there? XD

I actually haven't played Mega Man 6 in a while. From what I recall, none of the weapons really stood out to me (except for the Plant Barrier, if mainly due to it being a candidate for one the most lack-luster shield weapons ever). For now, I'd probably just assemble a few weapons from various fan-sources that have emerged in recent times. They're the ones that I've become the most familiar with for now, and it's pretty easy to pin-point which ones are good and which ones are bad.

11
Forum Games / Re: Super "What Are You Thinking?" ReBirth
« on: October 27, 2013, 07:26:52 PM »
If it were not for Metal Blade, Top Spin would be #1 yes?  8D

I actually think Top Spin is an alright weapon (unlike a lot of others). It's in the same boat as Charge Kick: It's a highly situation-based weapon, but that doesn't mean it's horrible. In terms of Mega Man 3 weapons however, the Shadow Blade is definitely more useful than it (with the absolute worst of that game - and to an extent, one of the worst weapons in the classic series - being the Spark Shock).

12
Forum Games / Re: Super "What Are You Thinking?" ReBirth
« on: October 27, 2013, 07:03:41 PM »
A part of me has been thinking of composing my own list in regards to analyzing the traits of weapons/abilities in various games. This is mostly due to recently watching a few "Top 10" lists on YouTube - counting off the best and worst abilities. Some of the choices these people make, especially for the Mega Man series, really do baffle me (who on earth is willing to defend the Commando Bomb as being a "good weapon?"). Of course, given my own recent endeavors and playthroughs on my own YT channel, I'd probably be best suited to list off some of the better (and absolute worst) weapons from various fan-games as opposed to the official series at this point. Though I'm sure a ton of people here have their own choices and preferences as well.

13
Off The Wall / Re: Reposted Picture Thread (56K Warning)
« on: October 27, 2013, 03:16:02 AM »

14
Fan Games / Re: Mega Man 42
« on: October 26, 2013, 05:47:55 PM »
I'm going to quote a line from the indiedb page you guys have set up for this game:

Quote
Mega Man 42 is made in the style of the original Mega Man for NES. Because of this many of the newer features are not to be found in the game, such as Mega Man's slide and charge-up buster. There are no E-tanks either. This to preserve the challenge of the game instead of watering it out with features that do not add to the gameplay, and instead detract from it by making it too easy. A Password system has been implemented however.
For reference: http://www.indiedb.com/games/mega-man-42

I don't mean to be completely antagonistic, but this sounds fundamentally wrong on so many levels that it just hurts my brain. First of all, your notion that the aspects of sliding, a chargeable buster, and E-Tanks "water out" gameplay and add nothing to it are completely untrue. ALL of these aspects add depth to the gameplay elements of Mega Man. They make for different possibilities and present the player with more basic options in how they can approach certain situations. By removing these aspects, you are essentially removing any sense of depth from your game.

Based on the trailer and what you stated on your site, it definitely looks like this is going off of aspects from the very first Mega Man game. While I might be alone on this one, I don't think this is such a good idea. Dumbing down the gameplay back to the very basics would make the game seem far more outdated than it would challenging or interesting. This is also paired with the fact that you're not choosing to incorporate a save feature. I'm not shy to admit that I absolutely loathe the notion of passwords, considering all they do is waste several minutes of time either trying to remember them or write them down in order to pick up your progress. Essentially, they seem like the lazy way out of actually programming a functioning save feature.

Other than all of that...I don't even think I need to comment on anything else (graphics, music, etc). They all speak for themselves as a foreboding warning through that trailer.

15
Off The Wall / Re: The Mystery of the Forum Users - Take 4
« on: October 26, 2013, 05:14:30 PM »
Thank you, everyone!

Also, in regards to the whole aspect on discussion of the series: That's fine by me in all honesty. My main intrigues aren't strictly limited to such, although I'll be the first to admit that I tend to take quite a bit of interest in fan-made creations. Whether it be art, sprite-work, or actual games. I've actually tried my hand at sprites from time to time (the end result was catastrophic), but I'm always interested in seeing other's work as well.

16
Off The Wall / Re: The Mystery of the Forum Users - Take 4
« on: October 26, 2013, 03:37:30 PM »
Greetings everyone. My name is Shinryu, although some people tend to refer to me by a shortened version of this name ("Shin").

In any case, I've been intrigued by the Mega Man series for quite some time (Mega Man 4 was actually one of the first games I ever played). While my attachment to the whole franchise is pretty strong, I never really took the time to look around the community much. Granted, there were a few forums I used to visit a while back, though a majority of them are long since gone by now. I figured it was about time to venture out further and meet others in the wide fan-base and communities centered around all this.

As for a bit of other detail about myself, I generally post playthrough videos of various Mega Man-related games on YouTube. Considering I don't own a mic (mostly because my voice would sound like sandpaper on your ears), I do all of my commentary through annotations to present information and opinions on these various works. Other than all that, I don't have too much else to say. I hope to have a fun and interesting time in meeting you all.

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