MegaMan 10 - More Playable Blues

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Offline Solar

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Reply #750 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?


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Offline Protoman Blues

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Reply #751 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.



Offline KudosForce

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Reply #752 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<



Offline AquaTeamV3

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Reply #753 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.

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Offline Satoryu

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Reply #754 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.


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Offline Turian

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Reply #755 on: March 03, 2010, 12:00:41 AM
No traps? Commando man and wily castle disagree with that statement.   



Offline AquaTeamV3

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Reply #756 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!

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Offline HyperSonicEXE

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Reply #757 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.



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Reply #758 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.

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Offline Satoryu

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Reply #759 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.


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Offline X-3

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Reply #760 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.



Offline Hypershell

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Reply #761 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.

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Offline Satoryu

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Reply #762 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.


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Offline Hypershell

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Reply #763 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.

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Offline Satoryu

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Reply #764 on: March 03, 2010, 03:51:34 AM
You have to do that if you're playing a GBA Mega Man on a DS.


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Offline Turian

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Reply #765 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.



Offline Protoman Blues

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Reply #766 on: March 03, 2010, 04:12:16 AM
All I know is that I really miss my NES Advantage. 



Offline borockman

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Reply #767 on: March 03, 2010, 04:14:36 AM
Lol, what is this NES advantage exactly? XD


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Offline Solar

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Reply #768 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?


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Offline Protoman Blues

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Reply #769 on: March 03, 2010, 04:50:19 AM
I need to buy it first.  It'll have to wait till I start getting paid.



Offline Krazy Monkey

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Reply #770 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]



Offline AquaTeamV3

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Reply #771 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.

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Offline Krazy Monkey

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Reply #772 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.
« Last Edit: July 29, 2018, 10:10:27 PM by Krazy Monkey »



Offline Hypershell

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Reply #773 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]

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Reply #774 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.