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Messages - Fragman

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76
The Star Force series is typically pretty strict with its naming schemes and there are no clock based constellations, playing cards, or occult phenomena, so I think we can rule that out.

Most likely he'll be dubbed ClockMan and appear in Megaman 10.  Though the X series did occasionally have human type mavericks, so maybe Zero will be chopping this guy in half.

In the end he'll end up on the bad side of a buster, so it's all good.

77
X / Re: What Would Make X3 a Truly Great Game
« on: March 29, 2009, 10:10:22 AM »
Honestly I enjoyed all the extras in X3.  Yes you had to wait too late to get them though, and the ride armors were mostly useless but it at least gave me something to go back for. 

Now X's armor upgrades.  The buster.  It really could have been stronger, but it WAS visually impressive, and it did have one good use.  Fire it in a straight away and chase after it as it destroys all minor enemies in front of you.  Though it needed to be more powerful for that purpose.  I get that they were going for a room cleaner though.  The individual shots are for bosses.  The only real change that needed was for the uncharged shots to be more like the X2 shots.

The Leg upgrade was nice and I liked vertical dashing, but it needed to be much faster.  The Blade armor in X6 was vertical dashing done right.

I don't mind the limitations on where to use Zero, but the one life and you lose him forever restriction made anyone too paranoid to use him, which really hurt the overall fun of the game.

All the extra bosses.  Who could hate more character bosses?  If anything, we didn't see ENOUGH of them.  I'd liked to have seen one change though.

If you kill bit or byte, the survivor merges with the remnants of the dead one to create the first Doppler stage boss.  If you kill both you fight something else.  If you kill neither they still merge.  I'd have liked one more option, which would be to fight Bit and Byte at the same time if you killed neither.

I'd also liked to have been able to fight Vile in the Goliath armor with Zero, as a sort of rematch from X1.  Having the mosqito take out Zero was kind of weak.  Vile running over to Zero and self destructing could have been awesome.

78
I didn't rule out nanotech in reploids, just I don't think the buster uses it or needs it.  I tend to think of busters as old reliable tech, that doesn't have much need of change except to add more and more power to it.

On the feet things.  I always assumed they were micro thrusters of some sort that allowed Megaman to change direction in mid jump.  Not enough to fly with, but enough for increased directional control.  X's are just more powerful since they can push him right back into a wall while he's still gaining upward momentum from pushing off against it.

Bass has them too and his allow him to double jump.

Though they were probably originally there as a leftover from Astro Boy who clearly influences Megaman's design strongly.  In the manga Megaman even has a panel on his chest exactly where Astro does.

79
The most common way it's handled seems to be to just cut away for a moment and the resident Megaman has his buster ready, thus sidestepping the issue.  Cutscenes have tried to present it 2 ways though.  Mechanical or dematerialization.  Most seem to have the buster appear in a sort of flash of light, but at least one animation did show X physically transforming his buster by retracting his hand, extending a barrel and extending the length of his forearm.

Personally I take this as an extreme slow motion shot.  I'm pretty sure all busters form by mechanical means, but they transform so quickly that the human eye simply can't see it and all you notice is a streak of light as parts shift around and exchange places and suddenly there's a gun where a hand was.

It's not unreasonable.  In ZX the ZX buster and the ZX saber are actually the same weapon, which transforms quickly between buster and saber.

If you count Day of Sigma it lends creedance to the mechanical theory as once X detached his buster he was unable to form it on the other arm.  Indicating that he had to be carrying physical parts for his buster in his body and without them he couldn't form one on the other hand.  (as it seems to be assumed now that X and Megaman can form a buster on either hand, but sparing a few armor upgrades for X not one on both arms at the same time.)

So I'd say there's also some micro transformation going on but not entirely nanotech, but the parts are small enough to move through a bot's arms and swap between them.  I'm willing to bet the busters are stored near the core of the body to quickly deploy to either arm that needs to fire at the time.

80
News and Announcements / Re: Protodude's Ramblings #4
« on: March 08, 2009, 07:07:05 AM »
Look in the background of the unboxed Protoman figure.  That's a Retro Roto Megaman on the card.  If Jazwares is pushing Retro Roto at toyfair that's a good indicator that they might be bringing the line back.  Could this mean we'll finally get wave 2 with Wood Man, Iceman and the rest?

81
Beam weapons.  Here's my take on it.  They're essentially plasma torches.  High temperature high energy particles.  They're encased in a magnetic field which of course keeps them from frying the wielder and just exploding.

The magnetic field is strong enough to contain plasma but not strong enough to prevent it from passing through solid matter though it does give it some resistance.  When it strikes something the magnetic field also passes through exposing the object to the plasma beam inside which burns right through it.

This would make sense given how they behave.  Beam weapons bounce off each other (magnetic fields repelling), and reflect some other weapons (possibly also plasma based), and may take more than one swing to pass through something.  If you didn't leave it on one spot long enough it wouldn't do as much damage, so a slow strike would spend more time dwelling on the material it's cutting and do more damage.  Also explaining how some attacks do more damage than others.

A twist on beam weapons in Megaman seems to be that they don't sustain shape for long.  In Zero's case his saber usually isn't visible when he's not attacking and if you look closely you can see it flicker out after he takes his final swing.  My guess is it can only maintain its shape for a short time, thus the user would quickly turn it on only to attack then turn it right back off.

I'm willing to bet that busters work on the same principle but rather than bother with magnetic fields just concentrate a ball of the stuff and fire it off.

82
Off The Wall / Re: Models and Figures
« on: March 01, 2009, 07:21:11 AM »
let me ask you. did your blade armor come with missing pieces?
Nope, that's all Jazzwares gives you.  In fact I only call it the blade armor after comparing it to in game sprites, as the box labels it as "Force armor"  Though it bears no resemblance at all to the MMX4-5 Fourth armor.

They weren't known for the best quality as you recall.

83
Off The Wall / Re: Models and Figures
« on: February 28, 2009, 07:44:36 AM »
Trying this again.  My collection below.  Some of them are painted.  MMZ series Zero has had a full body repainting.  The clear figures are painted by a mixture of colored ink and acrylic clear gloss to make translucent paint, if you want to try.  It also works on plated figures to some degree.  (Worked well on Max armor and EX armor, not so well on Ultimate.  Had to go back over him with metalic paint instead.)  A couple have had a few custom modifications made.  Namely That Metalman between Quickman and Bass is an original creation of mine using an NT warrior series figure as a base, and I bored out Jazzwares blade armor X's buster so he could fit Command Mission X's sword.

84
Rockman Series / Re: Theory Time: Megaman on Unusual Consoles
« on: February 16, 2009, 12:13:19 PM »
I'd really like to play a Megaman game on the old Atari 2600.  Actually someone did make a homebrew port, but won't release the ROM.  As much as making NES era games was an art, form like writing minimalist poetry, making something look good on Atari is like writing a 3,5,3 Haiku.  Both can be beautiful in their own way.

I'd also like to see one done for the NeoGeo.  Given how amazing the NeoGeo was for a 16 bit system, I can only think that it would have been a 2D masterpiece.

85
Original / Re: Who do you always fight first, and why?
« on: February 04, 2009, 11:06:34 AM »
To answer Magic Bag of Food's questions...

MM2:  I do Bubbleman when I feel like it.  His stage is fun so I play it strictly for entertainment value.  If I've discovered that he has a secondary weakness to quick boomerang if Metal Blades make him a bit too easy, so sometimes that's a fun way to end the cycle.

MM3:  Gemeniman's stage is Hellishly long I admit but I've got his pattern down, and his gemeni beam is slow as a rock, nowhere near as threatening as Elecman was.  Needleman gives me a lot more trouble than that, and Gemeniman seems to have a secondary weakness to Shadow Blade anyway.


And Burstman is pretty easy to buster.  He hardly moves so you can pretty much stand still and outgun him as long as you can maintain a good rate of fire.  Even on the second fight I tend to use the buster on him instead of risking getting close enough to use the Scorch Wheel.

86
Original / Who do you always fight first, and why?
« on: February 04, 2009, 08:44:05 AM »
Everyone has their own preferred cycle when they play the classic games.  Sometimes it's for the weapon or upgrade they get, others just have a flow of the game they like.

Here's mine.

MM1:  Gutsman.  He's not that hard to beat with the buster and you need his weapon to get the magnet beam later, so this way you avoid having to replay.  Sure it delays picking up the more useful rolling cutter and Thunder Beam weapons just slightly but it's worth it, and having his stage out of the way is nice to do early.

MM2:  Metalman.  I think almost everyone likes to get his Metal blades right off the bat.  After that I actually go after Wood Man who has a secondary weakness to Metal Blade, followed by Airman, and work my way roundabout taking Quick Man or Heat Man last depending on how I feel that day.  MM2 is great for cycle breaking.

MM3:  Top man.  Yes Top Man.  A lot of people take on Magnetman first, a few go for needle man, but  top man is the easiest to buster in my experience with his incredibly simple pattern.  And since the top spin as useless as it is, is Shadowman's weakness that means you get the much more useful shadow blade next.

MM4:  Toad Man.  Aside from the fact that he's the easiest to buster, I just enjoy the opening of his stage so it's a good way to start the game.  Since the Buster starts charging in this game, weapons are less of an issue, but the rain flush does have some uses in getting those baddies who hide at awkward angles.  And it means you'll pick up the Pharoah shot in 2 more stages which is a useful weapon.

MM5:  This is the game I mix up the order the most, sometimes I even forget the weapons cycle but that does at least keep the game fresh.  Most people I think go after wave man to start, but I typically go after Gravity Man first.  He's easy to nail with charge shots when he switches gravity and his gravity hold is good for taking otu flyers, plus it tears Gyro Man a new one yielding another good anti air weapon, the remote gyro, which is also great for taking out those baddies who come in at awkward angles.

MM6:  Flame Man.  Okay you're saying.  WHAT?  Are you crazy?  You never take the fire guy first.  But hear me out.  At this point in the game you're probably not even considering the use of weapons in stages, with the hyper megabuster and adapters, so I focus on getting adapters, and Flame Man yields the very useful power adapter.  He's not that hard to take with the buster, you can dodge either of his attacks by staying near the middle of the room and jumping (ether over his forward shots or jumping up when he does his ground fire to give yourself a chance to spot the gap and land safely).  Of course if that's too difficult, you can just as well go after wind man first who's a total pushover and then take flame.

MM7:  You really don't have much choice but to take Burst Man unless you want to make a buster only run.  Though if you take Freeze man first you can pick up the Super Adapter a bit earlier.

MM8:  I usually take Grenade Man first.  The flash bomb is a useful weapon, and even works well on bosses who aren't supposed to be weak to it.  Grenade Man is pretty easy to buster anyway, so it's not that difficult.

MM&B:  Unless you're just insanely good, I think you HAVE to take on Cold Man first.

MM9:  Glaxy Man.  Wait what?  Not splash Woman or Concrete Man?  Well I've played Galaxy Man's stage plenty of times and found Galaxy man himself to be quite easy to buster.  Though I don't follow the typical cycle, and next go after Splash Woman, who's stage is much easier with the black hole bomb on hand for taking out those armored baddies and wall crawlers that sit off at hard to reach angles.  After that I take concrete Man and resume the normal cycle.

Okay those are my first picks.  Which are yours, and more importantly why?

87
Original / Re: Robot Masters Rank Commander.
« on: February 03, 2009, 12:21:54 PM »
MM1:  Elecman.  According to the manga, though he wasn't the last one Megaman faced he was the one who instigated the whole crisis with the nuclear power plant.  I'd say being an energy controller he's certainly the mastermind.  Plus he's Inafune's favorite.

2nd in command:  Gutsman.  He just seems to be Wily's favorite, so even though he's all  muscle he has the confidence to lead.

MM2:  Flash Man.  Why Flash man?  Metalman is too much of an axemurder psycho (though that's what I love about him), and Quickman is far too independent.  Flashman on the other hand seems to be slow and contemplative, the kind of mastermind who plans out his moves in advance.  Plus he's bald and bald guys are always leaders.

2nd in command:  Metalman.  Yes I said he's psycho but these are warbots so psycho is good for leading a rampage.

MM3:  Doc Robot:  Technically he's the leader of the rebellion, though he's a puppet leader.  The real commander is...

Shadowman without a doubt.  He's a ninja, a strategist, the hardest fight in the game (without his weakness anyway).  And story wise Wily favors him.

2nd in command:  Spark Man.  Yes in a fight Spark man is pretty weak, but he's an electrical controller, so he has to have a key strategic value.  I could see him spending most of his time plugged into vital systems and controlling things behind the scenes until the final confrontation.  It helps that I almost always fight him last.

MM4:  Pharaohman:  His royalty theme makes me thing he'd not let a team exist that didn't have him sitting high and mighty at the top.
Ringman.  Not my favorite robot really, but going by the manga he's a police robot so he'd have the intellectual capacity to lead.  He's the real leader of the group.

Skull Man going by the manga at least (I promise, last manga reference) is more of a freak who hates the other bots and was actively trying to kill them.  Maybe under Wily he was leader but the Cossack bots don't answer to him.

MM5:  Darkman:  One of those rare 9th robot masters.  He was the fake Protoman after all.

2nd In command:  Napalm Man.  After all he's a millitary type so he'd be an ideal field commander.  Even if his general strategy is, if it's moving shoot it, if it's not moving shoot it anyway for good measure.

MM6:  No leader.  They weren't really a team and probably never met before Wily took them over except maybe to fight each other.  During their brief team up as villains I'd say the leader was Knightman

2nd in command:  Yamatoman.

MMV (gameboy):  Terra pretty clearly announced himself as leader.
2nd in command:  Jupiter.  Named for the largest of the planets and the king of the Roman gods.  I wouldn't put Sunstar in the command structure.  He was a sealed up weapon that even the Stardoids feared.

Megaman Killers:  Ballade:  But being the rebel he is, was an ineffective leader.
2nd in command:  Enker:  A real hardliner.  Certainly leadership material.  Though I guess that only leaves punk and the mass produced replicas seen in MMV.

MM7:  Shademan.  The only boss with in level cutscenes and story developement.  Plus being a vampire robot I could imagine him sitting in the shadows and giving orders.

2nd in Command:  Freeze Man:  Just because he has that cold contemplative look to him, and would be the last of the first wave bosses you faced.

MM8:  Swordman:  Of the bosses he's probably the toughest, but in spite of his position he's more interested in one on one fighting than leadership.

2nd in Command:  Tenguman.  He's much like Swordman being an honorable fighter but he's just arrogant enough to also enjoy bossing the others around.

MM&B:  Technically they all answer to King but for the field commanders it's Dynamoman:  He's the hardest to reach, and the hardest to defeat, and again being an energy controller I could see his function being vital.

2nd in Command:  Tenguman again.

MM9:  Tornadoman:  Mostly because he reminds me of Harpuia who pretty well took the reigns of Neo Arcadia when Copy X was destroyed.  I could see Tornadoman having the same kind of drive it takes to step up to command.

2nd in Command:  Splash Woman:  Similar to Leviathan, do I need to spell it out?

88
Rockman Series / Re: Your Mega Man Series!
« on: January 29, 2009, 07:18:30 AM »
One crazy idea I had was a game set in the far far future after humans, carbons and all intelligent life abandoned the earth and moved out into space, and rats evolved into the new dominant species, living a bronze age existence by the time they discover the discarded remnants of the robot age, and find Megaman, whom by comparison is a giant robot. 

Megaman is reactivated with the earth is invaded by alien robots, and Megaman doing what he does best fights off giant alien robots.  By giant robot of course I mean human scale robots compared to a civilization of rodents.  The game's theme is switching play styles between platforming in old human scale areas, and giant robot battles when you have to defend rat cities, so the scale changes making the boss battles much like a big godzilla slugfest.

The twist would come later that the alien robots are actually scouts for a recolonizing human civilization, so Megaman has to choose who has the right to inherit the earth.

89
Original / Re: Least favourite RM
« on: January 19, 2009, 12:33:03 PM »
MM1:  Bomb man.  I don't hate him, but of the original 6 RMs he's the weakest entry.
MM2:  I'm going to have to agree.  I love Bubbleman's stage but as a boss he was disappointing.
MM3:  Probably Snake Man.  His room is infuriating, making it hard to get a shot off on him, I always break the weapon cycle with him, and his level doesn't really have any unifying theme.  It goes from giant snakes to the sky.  Really giant snakes.  Couldn't do a jungle?  That really felt like it was stretching things.
MM4:  Bright Man.  Toad Man may not be popular but at least I enjoy his stage.  Bright man is nothing but spike death frustration.  There is a good remix of his theme over on ocremix.org though.
MM5:  Charge man.  Love the stage, hate the bot.  STOP FOLLOWING ME AND TURNING INVINCIBLE!
MM6:  Plant Man.  Most of the bots in this game were generic but not something to hate except for him.
MM7:  I really don't hate any of them.  All of them are cool in one way or another.  Either great stage, great bot, or both.  I suppose Junk Man is the most forgettable but he had probably the first useful shield weapon since it followed you and could take multiple hits, plus his sprite was nicely detailed.  I just can't make myself hate anything about MM7 except for that blasted final boss.
MM8:  Astroman.  I hate his level, and I hate the fight.  He does give up one uber weapon though.
MM&B:  Astroman AGAIN.  They succeeded in making him even more annoying, and to top it off he now gives a weaksauce weapon.
MM9:  They're all good bots.  I'd say Jewelman has the worst design, but the designer actually said he wanted the bot to be gaudy, so you can't fault him for succeeding at it.
MMV (GB):  Venus.  I agree.  Yellow Toadman knockoff.  He gives up a nice weapon though.  Own your foes while refilling your life.


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