MegaMan 10 - More Playable Blues

Started by Protoman Blues, December 10, 2009, 11:00:36 AM

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Protoman Blues


Dexter Dexter

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...
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Protoman Blues


Dexter Dexter

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Night


Protoman Blues


Dexter Dexter

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.
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Zan

Quote from: Dexter Dexter on December 18, 2009, 10:26:13 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...
QuoteI like MM9 better than MM10.

Hypocrit much?

Dexter Dexter

QuoteBut 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?
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Zan

QuoteIt 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?

Dexter Dexter

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.
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Acid

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.

VixyNyan

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
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AquaTeamV3

Quote from: 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

I liked how MM6 placed 2 of the same RM in the same stage.
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Acid

Shade Man's stage had that too.

And quite a few stages in MM6

Dexter Dexter

Hmm... why didn't I think of that before? Maybe there should be dead ends also.
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KudosForce

Here is a little something that I noticed in an interview with Inafking, in the latest issue of NP:

QuoteNintendo 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.

Flame

The should have done it. It would have made all sides happy.
Quote from: marshmallow man on April 25, 2010, 04:55:26 PM
...When Larry the reploid accountant goes maverick of his own accord, he's certainly formidable during tax season, but he isn't going to provide X the challenge needed to make him grow as a warrior and reach his potential.

N-Mario

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.

geekgo4

Quote from: 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.
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?

N-Mario

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.

Flame

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.
Quote from: marshmallow man on April 25, 2010, 04:55:26 PM
...When Larry the reploid accountant goes maverick of his own accord, he's certainly formidable during tax season, but he isn't going to provide X the challenge needed to make him grow as a warrior and reach his potential.

Hypershell

Quote from: 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.
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.

QuoteJet 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.  
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KudosForce

Here is another part of the interview that caught my attention (I had forgotten to post it, so I apologize for that :-[):

QuoteNintendo 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...

Quote from: Hypershell on December 19, 2009, 03:53:32 PM...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

Waifu

Bring back MM3's jet, MM4's Balloon, a Pharaoh Shot like attack and improved next gen graphics, I am good.

Quote from: 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.

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.