Mega Man Unlimited

Started by Yoku Man, April 08, 2010, 06:39:07 PM

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Zan

QuoteAre you sure?  I seem to recall going through Fairy Leviathan's stage with blocks over every single spike -- including her boss arena.  My rank was the lowest possible, but at the time, I didn't know why.

That's one of the cyber elf abilities. As a penalty for using those, your rank decreased.

Joseph Collins

I was afraid of that.  I certainly do feel the fool now.  I blame the fact I never played the English version and just used those things recklessly.  XD

MacDaddyMike

Despite so many reviews I read complaining on the over-reliance on insta-kill traps, I found myself dying more from enemy damage than pits and spikes (outside of the garbage Rainbow Man stage, anyway).  Even the dreaded Wily 3 stage that has spikes on virtually every screen, I made it through on my first try.  A lot of the platforming isn't actually the challenge, I think, it's more the level of endurance you need to make it through these marathon-lengthed stages.
Mega Man Unlimited - Playthrough, Review and Criticism
http://www.youtube.com/playlist?list=PLxNyTfF87xMRmb6jqKKTAmOrElKZkv3om

Joseph Collins

We've got some updates and some videos:
[spoiler=DEV Let's Play Megaman Unlimited (Part 5) - CometWoman]
[/spoiler]
[spoiler=DEV Let's Play Megaman Unlimited (Part 6) - TankMan]
[/spoiler]

v1.1.0 has also been released, complete with the fabled "Easy Mode" and one-hit death mode:
Quote from: v1.1.0 Change Log

  • Added Easy and Insta-Kill modes
  • Misc level modifications based on feedback
  • Added checkpoints before Castle bosses in all difficulty
  • Any button can now skip cutscenes
  • Added possibility to exit from completed stage
  • Fixed gamepads relying on the 'hat' for DPad (Xbox360, others)
  • Fixed glitch allowing megaman to zip through walls using certain platforms (Glue, others)
  • Fixed JetMan staying stuck in the ground occasionally
  • Fixed issue when pausing during a sceen transition
  • Allow the player to save after completing the game

EASY – Play an easier version of the game.
– Enemies deal less damage.
– Some enemies are less aggressive.
– Final stages have an extra checkpoint.
– Platforms are placed to help you in more difficult areas.

INSTA-DEATH – Play the game in original difficulty but with special rules.
– Megaman dies instantly.
– You can't use Energy Tanks.
I do like some of the changes, such as the ability to exit from completed stages, but I can't help but wonder what sort of changes "misc. changes" might be referring to...

Da Dood

Still sounds more like a "You suck" difficulty to me. If MM10 is the template for Easy, then Normal should have been tweaked as well.

But again, I'm okay with the difficult parts. I just feel that they could have been paced/placed a little better.

MacDaddyMike

Played a quick couple of minutes on the new release, mainly to see how he "fixed" Rainbow Man's stage.

He didn't.  In fact, on "original" difficulty, changes were pretty much only made to the rooms that had the least of the problems in their design.  All the super-cheap rooms got no change whatsoever, and all the rooms that were the easiest to get through now have their lasers shoot at a much slower pace.  It's beyond stupid.

And then there's easy mode...wtf.  Easy Mode's not even...worth playing...for anyone.  He just put blocks in front of half the lasers and over all of the spikes.  And wait til you see the mini-boss room, ho boy.  As far as I can tell, there are no changes to the bosses, too.  This is less an "Easy Mode" and more of a "Why Bother? Mode".
Mega Man Unlimited - Playthrough, Review and Criticism
http://www.youtube.com/playlist?list=PLxNyTfF87xMRmb6jqKKTAmOrElKZkv3om

Police Girl

So... insultingly easy mode would be a more appropriate title?

They should've made it a graphical difference where everything becomes real cutesy and enemies explode into flowers or something. Then it would at least be funny.

Da Dood

In Ninja Gaiden Sigma, if you play on the easiest mode, Ryu wears a pink ribbon the whole time. Haha.

Cherrykorock

Quote from: MacDaddyMike on August 07, 2013, 06:19:19 PM
Despite so many reviews I read complaining on the over-reliance on insta-kill traps, I found myself dying more from enemy damage than pits and spikes (outside of the garbage Rainbow Man stage, anyway).  Even the dreaded Wily 3 stage that has spikes on virtually every screen, I made it through on my first try.  A lot of the platforming isn't actually the challenge, I think, it's more the level of endurance you need to make it through these marathon-lengthed stages.
I cant speak for everyone but i doubt theyre complaining about the hazards because of repeated death. I complain because its annoying having to make a precise jump EVERY couple of seconds. I dont mind when they get intense here and there but its nice to be eased into that kind of difficulty. Not starting out that way.

Satoryu

While the game has some really tight jumps to make normally, the challenge is eliminated by using Rush Jet and/or Comet Dash. Honestly those two things, and the fact you get RJ from the easiest boss, turns the difficulty of the majority of stages on its head.

What happens in Vegas stays on Youtube. I also stream on Twitch from time to time.

Cherrykorock

Quote from: Sato on August 08, 2013, 01:16:27 AM
While the game has some really tight jumps to make normally, the challenge is eliminated by using Rush Jet and/or Comet Dash. Honestly those two things, and the fact you get RJ from the easiest boss, turns the difficulty of the majority of stages on its head.
Not if youre me and started with Glueman! 8D

Satoryu

Oh yeah, I'm sure a first blind playthrough of MMU is brutal. But tbh a lot of Mega Man games are like that, and they get easier on subsequent playthroughs when you know boss weaknesses and stuff. Glue Man's stage in particular is made way easier when you know the shortcut with Tank Arsenal. Shorter too.

What happens in Vegas stays on Youtube. I also stream on Twitch from time to time.

Police Girl

Quote from: Da Dood on August 08, 2013, 12:22:01 AM
In Ninja Gaiden Sigma, if you play on the easiest mode, Ryu wears a pink ribbon the whole time. Haha.

That's kind of what I was getting at.

Joseph Collins

Edit: The videos work now.  I don't have any idea why I didn't triple-check my BBCode, but it was all kinds of wrong.

[spoiler=DEV Let's Play MegaMan Unlimited (Part 7) - JetMan]
[/spoiler]
I think the most interest part of this video is the sketch montage at the end.  And the part where he goes on and on about th Mr. Shin-iri enemy.
[spoiler=DEV Let's Play MegaMan Unlimited (Part 8) - Yo-YoMan]
[/spoiler]
Unfortunately, this video wasn't nearly as interesting.

Mr. Haxwell

Quote from: Joseph Collins on August 09, 2013, 09:52:58 PM
[spoiler=DEV Let's Play MegaMan Unlimited (Part 7) - JetMan]
[/spoiler]
I think the most interest part of this video is the sketch montage at the end.  And the part where he goes on and on about th Mr. Shin-iri enemy.
[spoiler=DEV Let's Play MegaMan Unlimited (Part 8) - Yo-YoMan]
[/spoiler]
Unfortunately, this video wasn't nearly as interesting.

I see nothing. :\ Let me fix that for you.

[spoiler=DEV Let's Play MegaMan Unlimited (Part 7) - JetMan]
[/spoiler]
[spoiler=DEV Let's Play MegaMan Unlimited (Part 8) - Yo-YoMan]
[/spoiler]

Fear me.

Joseph Collins

One more video.  And I made sure the link was valid this time.  :P

[spoiler=Megaman Unlimited Design: Showing Concepts Using Animation]Warning: Video contains spoilers for later in the game.
[/spoiler]

thefallenalchemist

Quote from: Clefant on August 08, 2013, 12:19:06 AM
So... insultingly easy mode would be a more appropriate title?

They should've made it a graphical difference where everything becomes real cutesy and enemies explode into flowers or something. Then it would at least be funny.

A friend of mine is going to hex edit the game's text to read "Childproof Mode" instead of Easy Mode.

Joseph Collins

So, I found a critical bug in v1.1.0.  Rather, TomBobBlender found it.

  • *Critical* On Easy Mode, there's some chance that Megaman will never spawn at the beginning of Wily Stage 3.

Have no idea what caused it, if anything in particular.  But it happened.  He got the "Ready" notice, then the player sprite never appeared.  At all.  But as I said, he was playing on Easy Mode.  And it obviously doesn't happen all the time because other people have beaten it on Easy Mode.  So...

Posted on: 2013-08-20, 02:54:39
New video:
[spoiler=Megaman Unlimited Bugs (Found during development)]Warning: Video contains game spoilers.
[/spoiler]

DiveMissle

I once saw a forum about the best Mega Man fan games on megaphilx's forums. About every single person thought Mega Man Unlimited was the best Mega Man fan game ever. Every other fan game was already incredibly popular already.
I lost to Guts Man and only cried for 5 hours.

I guess you could call me MANLY!!!

Joseph Collins

After weeks of no updates, MegaPhilX finally posted something new.  And it's a work-in-progress.[spoiler=Whirlpool Man Stage Preview - Megaman Unlimited]
[/spoiler]
Apparently, he intends to add this to a future update.  As a bonus stage.   ::)  As I pointed out to him just now, however, stages like this which are designed as regular stages often don't feel like "bonus content", so it would probably be better to just replace one of the existing stages with this one.  Unfortunately, there's no real clear choice as to which stage would be best replaced.  The choice becomes even harder when you take into consideration the boss weapons... (Though going by boss weapons alone, Jetman would have to go.)

Of course, the alternate solution would be to either release this as a stand-alone stage, or put it in an all new game.  But is the fandom really willing to wait another 15 years for another moderately decent game?  :P

Zan

The color limit violations are getting more and more blatant. :/

spd12

Regardless of any logistics about its inclusion anywhere, if nothing else, Unlimited really goes out of its way to milk each and every stage gimmick it has for what it's worth (and for what it isn't worth, sometimes). I'm impressed by at least one use of the whirlpools with the blade fish things, at least, so despite my largely lukewarm reception to the game I'm kind of curious to see if Phil's level design approach has been adjusted any since MMU's initial reception.

MagVanisher

Quote from: Joseph Collins on October 05, 2013, 09:19:30 PM
After weeks of no updates, MegaPhilX finally posted something new.  And it's a work-in-progress.[spoiler=Whirlpool Man Stage Preview - Megaman Unlimited]
[/spoiler]
Apparently, he intends to add this to a future update.  As a bonus stage.   ::)  As I pointed out to him just now, however, stages like this which are designed as regular stages often don't feel like "bonus content", so it would probably be better to just replace one of the existing stages with this one.  Unfortunately, there's no real clear choice as to which stage would be best replaced.  The choice becomes even harder when you take into consideration the boss weapons... (Though going by boss weapons alone, Jetman would have to go.)

Of course, the alternate solution would be to either release this as a stand-alone stage, or put it in an all new game.  But is the fandom really willing to wait another 15 years for another moderately decent game?  :P

Instead of replacing a boss, how about adding a set of 4 bosses after the first 8 (if he wants to emulate Megaman/Rockman 3 further). That way, Whirlpool Man (and other 3 robots) will be included.

N-Mario

He could do it ala GameBoy style, where the MegaMan Killers have their own level after you beat the original 4 or 8 robot masters. But really I think it's Phil's decision to do with him whatever he wants. Just the polls and whatever he posts to his facebook stats sort of help with it. Hell, I'd be surprised if he added my avator as a secret miniboss type enemy you couldn't find normally in his Whirlpool Man stage. Though it's not likely going to happen. Just wishful thinking I guess.

Splash

http://quickmaster-exe.deviantart.com/
I like to draw... NOT!
Seriously.