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/vr/ - Retro Games


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1295443 No.1295443 [Reply] [Original]

What you don't like about the classic Mega Mans :

MM1 - Yellow Devil without cheat. Gravity.
MM2 - Wallboss is retarded.
MM3 - Doc Bots are garbage
MM4 - Fortress levels could be better.
MM5 - Dark Man stages GARBAGE
MM6 - multiple paths
MM7 - Wily Fortress and Final Boss
MM8 - SLIDE SLIDE FLY FLY JUMP JUMP
MM&B - Don't remember much, overall didn't feel that good.

>> No.1295451

multiple paths is the 2nd best thing about 6 after the jetpack

>> No.1295469

>>1295451

Your opinion doesn't count french fag

>> No.1295652

>>1295451
i agree. I thought the jetpack was fun. even without it, i can't imagine 6 being that difficult.

yellow demon, I forced myself to beat the first time without glitching. it took about 2 hours. also, obviously no savestates since I played on the original system, i, i had to run through again every 3 times i died.

the wall boss was fine

>> No.1295759
File: 114 KB, 190x203, 13963.png [View same] [iqdb] [saucenao] [google]
1295759

>>1295443
MM1 - It's very unpolished in general
MM2 - Unbalanced weapons, a couple of cheap bosses, Quick Man's horrible stage gimmick,
MM3 - It's an obvious beta, but it's generally pretty good until the Wily stages. They're so empty and easy they ruin the game. Final boss is a joke. Few weapons are useful
MM4 - My favorite. Very nice entry in general, minus a couple of empty stage backgrounds and Toad Man. Ending is kind of unsatisfying (though still badass)
MM5 - HUGE step down in difficulty, totally useless weapons, uninspired and bland stage design, it's just sort of there.
MM6 - Similar to MM5 except they fucked up the physics compleately. Same-y weapons. The theming is nice with the international RMs and all, but the game is just "yet another MM game"
MM7 - I don't like how MM is so big on the screen, it makes it so that i can't see what's coming ahead of me. Shooting is unsatisfying because of the sound the buster makes.
MM8 - It's a very very easy game. The music just doesn't sound like a Mega Man soundtrack for my taste.
MM&B - It's MM8 but more difficult, which is ok i suppose. Recycling bosses is lazy. Most of the stuff in the shop is useless.
MM9 - I don't like how they removed the slide and the charge shot but i guess that's ok. Weapons are overpowered.
MM10 - Same as above, except weapons are underpowered and virtually useless.

>> No.1295763

>>1295759
>MM3 - It's an obvious beta,

elaborate?

>> No.1295764
File: 54 KB, 400x300, fuckyoufuckyoufuckyoufuckyou.jpg [View same] [iqdb] [saucenao] [google]
1295764

>MM1
>Yellow Devil
>MM2
>This motherfucker
>MM3
>Doc robot battles

Haven't really replayed the last few too much to say anything bad about them

>> No.1295778

>>1295763
It was rushed through development. There are plenty of things that give it's beta status away, like the 2nd player controller cheats, the fact that there are 2 weakness chains, some songs don't play their full lenght, the ammount of unused sprites and concepts, the emptyness of the Wily stages.

>> No.1295784

>>1295778
Here's some text:

"Artist Keiji Inafune, credited as "Inafking", considered Mega Man 3 as one of his least favorite entries in the series due to "[...] what went into the game and what was behind the release of the game."[21][23] He had "preset notions" about successful development because of the team's good experience with Mega Man 2 and found that his new superior "didn't really understand Mega Man the way his predecessor did".[3] During the game's production, the developers lost the main planner, so Inafune had to take over that job for its completion.[23] Inafune recalled the final two months of development as particularly turbulent, when he had to take responsibility for assessing and dividing up tasks among the team members who were not meeting deadlines.[3][24] The team was forced to put Mega Man 3 on the market before they thought it was ready. Inafune concluded, "I knew that if we had more time to polish it, we could do a lot of things better, make it a better game, but the company said that we needed to release it. The whole environment behind what went into the production of the game is what I least favored. Numbers one and two – I really wanted to make the games; I was so excited about them. Number three – it just turned very different."

>> No.1295795

>>1295759

MM10's weapons are not overpowered. It's like you don't know how to use Chill Spike.

>> No.1295801

>>1295764
Turret boss is just for trolling people using infinite health Game Genie codes.

>> No.1295804

>>1295801
Yeah, but it shouldn't be that much of a pain in the ass to just beat it normally.

One fuck up and you have to start over.

>> No.1295806

>>1295804
Get killed, your crash bombs refill and the walls you destroyed don't respawn. Big fucking deal.

>> No.1295805

MM1 - No metal bade MM2 - Perfect MM3 - No metal bade MM4 - No metal bade MM5 - No metal bade MM6 - No metal bade

>> No.1295807

>>1295795
>MM10's weapons are not overpowered
That's exactly what i said.

>> No.1295808

>>1295806
>Die in order to progress
boss design 101

>> No.1295809

>>1295806
And then you have to die a few more times to run out of lives, and then beat the entire level again.

>> No.1295826

>>1295808
Sorry there's no "win" button and you have to actually know how to play the game.

>> No.1295840

>>1295826
There's a difference between having to actually know how to play the game and not being able to make mistake or else you have to do the entire level over again.

Especially when there are checkpoints specifically so this type of thing DOESN'T happen.

>> No.1295843

>>1295826

Stop defending shitty game design.

>> No.1295891

>>1295443
>MM6 - multiple paths
Excuse me, you DON'T like that? That's a feature, son.

If you don't like "fake" boss fights I get that. But allowing special secondary paths through levels is just plain cool.

>> No.1295925

the wall boss was a pretty good example of poor game design

>> No.1295949

>>1295843
>>1295925
So, in the easiest game of the series, your problem is the boss that doesn't even move.

>> No.1295956

>>1295949
MM2 is filled with unfair boss fights: the room, Quick Man, Wily Machine 2 with it's energy balls that can't be dodged because hitbox, and i swear jumping over one of Air Man's tornado formations is impossible.

>> No.1295981

>>1295949

Idiot. Being easy doesn't mean its NOT shit design.

>> No.1295991

>>1295956

I'll give you the wall boss because was terrible, but the other ones are perfectly fair, if not tricky.

>i swear jumping over one of Air Man's tornado formations is impossible.

I think where some people get tripped up is that they try too hard to be tactical when fighting him; overthinking the fight, if you will What I mean is that, even on Hard, you can just rush him with the buster and win. It still helps to make at least a LITTLE effort to try and dodge, but mostly I've dodged only one or two of his tornado barrages and still won. You just really have to be hitting him as constantly as you possibly can.

>> No.1295993

>>1295991
This guy gets it. You don't play a defensive game in Mega Man. You hit the boss harder than he's hitting you.

>> No.1295998

>>1295956
http://www.youtube.com/watch?v=opADNvgeZYY

>> No.1296003

>>1295991
The point is: if a boss in a platformer has an attack that you can't avoid then it's cheap. It's not a matter of "Well you can just shrug off the shots, you have plenty of health". I SHOULD be able to defeat the boss without getting hit.

>> No.1296005

>>1296003
http://www.youtube.com/watch?v=2YgwZMbHXQY

>> No.1296017

>>1296005
"and i swear jumping over one of Air Man's tornado formations is impossible."

He only does one tornado formation in this video, your point is invalid.

>> No.1296019

>>1296017
You're blind if you can't tell the pattern differences. Maybe that's why you think it's impossible,

>> No.1296021
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1296021

>>1296019

Nah, you're the blind one. He only did one type of it. That's the only one you can easily dodge.

>> No.1296023

>>1296019
Are you for real?

>> No.1296037

>>1296021
>>1296023
In that video there are two distinct patterns, but just for you fags, here's another one.

http://www.youtube.com/watch?v=BxesBnD8-NE

>> No.1296043
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1296043

>1
Extreme difficulty and only 6 bosses
>2
overpowered weapons and multiple weaknesses
>3
A little long but its great in general
>4
Cant really think of anything
>5
backtracking
>6
No "really easy" boss to help start you off
>7
?????
>8
inability to start you off with 8 robot masters off the bat, unable to do buster only
>mm&b
ugh

>> No.1296051

>>1296037
Ok, this is fair enough. Props to that guy for being the god of timing.

>> No.1296056

>>1296003
Yeah, it just isn't fair that the bosses aren't completely incompetent stooges.

Never though I'd see people complaining about difficulty in Mega Man 2.

>> No.1296068

>>1296056
Mega Man 2 isn't hard, it's just cheap at times and a lot of people agree on this.

>> No.1296082

Every damn Megaman: Disappearing blocks.

I love Megaman but holy hell, disappearing block segments bring my enjoyment to a grinding halt. Just seeing them (or hearing them) kind of makes me want to stop playing immediately

>> No.1296112

>MM1 - Yellow Devil without cheat
casuals. Man up.

>> No.1296131
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1296131

>MM1
Really rough around the edges, stage gimmicks aren't very good, often doesn't feel fair.
>MM2
Metal Blade is broken in every regard, Heatman's block puzzle can't be safely observed first, Crash Bomb boss.
>MM3
No new music in Doc Robot stages, Protoman and Breakman fights are too uneventful, Gamma could have been way cooler, not enough cutscenes and largely unexplained plot
>MM4
Toadman is just way too easy.
>MM5
Kind of forgettable.
>MM6
Felt like it was over too soon. Too easy, I guess?
>MM7
Can't choose any boss in any order. Smaller sprites would have been nice, Wily Capsule fight was ridiculous.
>MM8
Can't choose any boss in any order. Music didn't suit Megaman. The voice acting. Looked like the inside of a preschooler's toybox. Duo is ugly and I hate him.
>MMNB
Can't choose any boss in any order. All the King stage bosses were agonizing.
>MM9
Over reliance on 1-hit kills and deathtraps. Wily stages were really cruel.
>MM10
Weapons mostly sucked after MM9's perfect assortment. Final Wily fight was WAY too easy (even give you respawning E AND M cans).

>> No.1296327
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1296327

>> No.1296450
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1296450

I can only think of negatives with the later NES ones.

>4
Probably my most hated castle/fortress in all of Megaman

>5
As other said, backtracking due to that hot plot twist.

>6
I still need to actually play more of it, I beat one robot master and kinda stopped, none of the stages were fun for me, mostly boring music too. Probably the least fun Megaman game I played but maybe ill get further in it one day and have a different opinion.

>> No.1296472

>>1296043
>No "really easy" boss to help start you off
Seriously?
Windman?

>> No.1296497

MM1 :
Those moving platforms with eyes that shoot from the sides. Also, the final wily stage with the boss rush.

MM2 :
Nothing really, I've played it so many times that I got used to most of the nuisances.

MM3 :
Needle Man Doc Robo stage

MM4 :
There's a segment near the end of Bright Man's stage where you must jump through a series of moving platforms. To this day I don't know the trick, I think I did it once or twice by pure luck, and every other time I just use Rush Jet.

MM5 :
Weapons are kinda useless.

MM6 :
Some of the Wily Stages force you to switch Rush Adapter modes too often.

MM7 :
Wily levels

MM8 :
FUCKING JUMP AND SLIDE, SUCK MY DICK

MM&B :
The fight with King Jetter. Hell, the whole stage in general is probably the most annoying castle level in any Megaman game, so many fucking bosses, and all of them are pretty cheap.

MM9 :
A bit too many cheap death traps. I guess I just haven't beaten it enough times like all the previous games. Also, CAPCOM being jew with DLC.

MM10 :
DLC and lame weapons/bosses.

>> No.1296508
File: 73 KB, 600x450, Megamad.jpg [View same] [iqdb] [saucenao] [google]
1296508

>>1296497
>FUCKING JUMP AND SLIDE, SUCK MY DICK

This made me laugh but I feel your pain.

Also apparently I need to replay Megaman and Bass because I know I beat that game but I don't remember a lot of it.

>> No.1296535

>>1295759
>MM4 Ending is kind of unsatisfying

nigga what. the ending theme is one of the best of the classic series.

http://www.youtube.com/watch?v=QMPq6AzQTWI

I mean, sure all rock does is ride a train then credits but what else is there to do? He never wanted to fight in the first place, only did so to protect humanity. So, he does that and with having fulfilled his goal, he heads home.

>> No.1296540

>>1295443
>What you don't like about the classic Mega Mans

They're all the fucking same, not to mention overrated as fuck

>> No.1296552

>>1296540
Mega Man classic is the perfect example of how little changes to a basic game can vastly change the gameplay without having to alter the actual gameplay.

It's a lesson in game design, and they're not terrible games on their own either.

>> No.1296797

>>1295784
That's hard to hear, as Megaman 3 has always been my favorite.
I think the slide was the best addition to Megamans moveset and it sucks that they took it out from 9 & 10. Charge shot I never liked, as it made the other boss weapons pretty much worthless.

>> No.1296860

Why do people think the Yellow Devil is hard?

It has a set pattern. It always does the same thing. You see it move once and you should know what its pattern is.

I love all classic Mega Man games. You didn't even list their actual flaws.

MM1 - Glitchy footholders.
MM2 - The worst Wily Machine fight in the series.
MM3 - Rushed. Falls apart after the 8th robot master. Wily's Fortress is ridiculously easy compared to Doc Robot stages.
MM4 - Overall solid, but a bit too easy.
MM5 - Easiest game in the series. All of the robot master fights are bad. They all pretty much use the same kind of jumping pattern.
MM6 - They ruined the controls.
MM7 - Sprites are too big, controls feels clunkier than the NES games.
MM8 - Too easy.
MM&B - Bass is overpowered.

>> No.1297127

>>1296535
I meant that the conclusion was sort of unsatisfying: you defeat Wily and then he leaves. Still, I love the train ride, it's one of the most badass things Mega Man has done.

>> No.1297371

Unpopular opinion time: Mega Man 6 is my favorite. I haven't beaten every game but i've at least beat a few robot masters of each if i hadn't. MM6 is short and sweet, very replayable, and even sometimes funny. It's for sure not a groundbreaking game in the series, but i feel like the developers really had a chance to have fun with this one, with some of the silly animations and minibosses, it's well polished off, has great game feel, and the graphics are beautiful - possibly the best i've seen on the Nintendo
I know it's not related to the subject, but everyone always calls it mediocre and i think it's underrated

>> No.1297435

MM1 - Yellow Devil.
MM2 - Wallboss (a.k.a. try not to run out of Crash Bombs)
MM3 - Doc Robot sucks.
MM4 - Beginning of "It was Dr. Wahwee all along). Also, shitty boss music.
MM5 - Star Man
MM6 - Plant Man = Gay
MM7 - Bass is equivalent to Shadow the Hedgehog
MM8 - "Dr. WahWee"
MM&B - MOTHER FUCKING DYNAMO MAN IS THE WHITE DEVIL

>> No.1297478

>>1295443
Mega Man 1 - Everything was good except for the poorly programmed physics
Mega Man 2 - The physics were fixed, but gimmicks like E tanks made the game too easy and boring
Mega Man 3 - The physics were ruined again and more stupid gimmicks like sliding were introduced
Mega Man 4 - The steady downhill continued
Mega Man 5 - The steady downhill continued
Mega Man 6 - The steady downhill continued
Mega Man whatever - I don't even care anymore

>> No.1297481

>>1297435
>>1297478
It's like i'm literally on youtube!

>> No.1297515

MM1 - Slippery physics, Yellow Devil
MM2 - Level design should be more complex, Wily 4 Boss can suck a dick
MM3 - Second half of the game is a rushed mess.
MM4 - My favorite but it has really slow screen transitions and even slower health fills for the bosses
MM5 - It's pretty dull and forgettable, meh weapons, shitty Rush Coil, the falling crystals in Crystal Man's stage give me nightmares
MM6 - Adaptor cutscenes, no slide cancelling

>> No.1297523
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1297523

>>1297371
People don't like Megaman 6 because it's not Megaman 2. It's also a whole lot easier then the other Megamans, and also comes after 4/5 which weren't exactly the most notable games in the series, so that doesn't help. That said, I also fuckin' LOVE me some Megaman 6. Pic related, bst part of the game.

>> No.1297721

>>1297515
>the falling crystals in Crystal Man's stage give me nightmares
I HATE that shit. I'm more patient in my old age, but it's still one of my least favorite things about the game.

>> No.1297724

>>1297478
You have awful taste. Seriously. You aren't qualified to speak of the series.

>> No.1297890
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1297890

Not much to really complain about, probably my favorite games.

MM1: Elecman's stage
MM2: Crashman's music, seems out of place?
MM3: That damn pause menu
MM4: The Charge
MM5: I really can't remember
MM6: Adapter cutscenes....mayyybee the end of Plantman

>> No.1297896
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1297896

>>1295443
1 and 2 feel slightly sluggish to me due to no sliding. 4 is full of all kinds of cheap shots. I really don't care for the art style in 8 and MM&B. It seemed to work well for the X Series, but Rock just looks kind of weird that way. I honestly prefer the way MM7 and Wily Wars look, despite the sprite size controversy. The GB games are on another whole level of nonsense in that regard, among other things.

Speaking of Wily Wars, why did they nerf the buster? It's almost like they were going to add charge shots but ran out of time and decided to just leave it that way. And finally, I haven't played 9 or 10, but I don't like that they took out the slide. Taking out charge shot was one thing, but the slide is like the equivalent to Sonic's spin dash. He didn't have it in the first game, but it's still kind of a staple.

>> No.1297895

>>1297515
>MM5 - It's pretty dull and forgettable, meh weapons, shitty Rush Coil, the falling crystals in Crystal Man's stage give me nightmares

Don't forget "meh soundtrack"

>> No.1297909

>>1297895
I disagree.
>Protoman's Castle
>Charge Man's stage
>Napalm Man's stage
Even the ones that aren't my favorites are all solid tracks.

>> No.1297914

>>1297895
The game was bland but the soundtrack was fantastic, second only to Mega Man 3.

>> No.1297923

>>1297909
And maybe the best final boss music in the series.
https://www.youtube.com/watch?v=3o6gKSWT2RU

>> No.1297919

>>1297890
>That damn pause menu

Can't agree more, fuck MM3's pause menu. It's so annoying to navigate through. I really appreciate 4 for introducing the pause menus that have everything on one screen.

>> No.1297934

>>1297896
>I honestly prefer the way MM7 and Wily Wars look, despite the sprite size controversy.
Agreed. They nailed his look in that. I wish they hadn't changed the art direction away from that style.

>> No.1297936

>>1297896
Yeah, I miss the slide in 9 and 10, but it's not too big of an issue. At least they gave it to Protoman I guess.

>> No.1297941

>>1297923
Yes. I'm kind of interested in what a rushjet1 version would sound like. He did some other Wily Capsule remixes.

>> No.1297943

>>1297896
>4 is full of all kinds of cheap shots
Aside from the enemies that come out of bottomless pits, i don't remember any.

>> No.1297968

>>1297943
4's levels were often demanding. Bright Man's stage throws one of those flying light bulbs right in your face at the end of a tricky series of jumps. I loved that part because if I had kept my wits about me, I could have easily made it the first time. Because I panicked and worried more about the lighting than my own life, I died.

My guess is that if you're bad, that's a cheap shot.

>> No.1297971

>>1297968
I'll give you that the levels are hard, but that flying enemy in particular can be avoided or killed with quick reflexes.

>> No.1297974

>>1297971
I'm not that guy, I was agreeing with you

>> No.1297976

>>1297974
Oh sorry. i can't into reading comprehention

>> No.1300028

MM1: General unpolished, no invulnerability on spikes
MM2: That fucking boss that's been mentioned a bajillion times in this thread.
MM3: I can't really think of one, except maybe a few Doc Robo fights (QUICK MAN)
MM4: Cossack's boss fight was silly, some segments felt weaker than others
MM5: Useless weapons, backtracking
MM6: Rush Adaptors felt forced
MM7: Whole game was slow, final Wily fight
MM8: JUMP JUMP SLIDE SLIDE
MM9: Weapons were too overpowered
MM10: Weapons weren't as useful, except for Triple Blade
MM&B: BurnerMan as Bass, no real motive to play as Mega Man

>> No.1300058

>>1297890
You didn't like the introduction of the charge shot or specifically Mega Man 4's version of the charge shot?

>> No.1300063
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1300063

These fuckers (in Megaman 1) ruin my day almost EVERY TIME I play.
I've played MM1 enough times that i've gotten pretty good at it, but I've never been able to get through foot-holder segments on the first try.
Using the magnet beam to bypass these stages is actually harder (imo) than just biting the bullet and using these abominations, hoping to god you don't get hit mid-jump and fall right through the foot-holder into the spikes

tl;dr fuck the foot-holder glitch

>> No.1300067

>>1300063
They're buggy and poorly designed but if you can't just sail over them with the magnet beam I don't know what to do with you

>> No.1300081

While writing this post I accidentally rambled on with commentaries about X, BN, SF and Zero. My bad.

MM1 - Would have to be the Wily stages,
Yellow devil is easy if you know his pattern but the mistakes you make yourself make you regret.
MM2 - Forced death on the Turret boss if you are not careful with the crash bombs
MM3 - Gamma, Wasted potential, awesome music.
MM4 - Wily Machine, The capsule makes up for it
MM5 - Darkmans everywhere
MM6 - Easiest Wily machine
MM7 - Capsule, earns it's title for the hardest since you'll regret getting hit.
MM8 - Did not play it due to it's overall first impression, which already shouts it's not worth it.
MM9 - Wily fortress, I finally got to his Machine and that was perfect.
MM10 - Did not play yet, Getting the .wad for 9 was a pain in the ass already and so was getting a WAD manager to work.
MM&B - HOW MANY KING BOSSES DO I HAVE TO FIGHT?! As well as this game putting Bass in favor of Megaman.

Mostly based off memories.

>> No.1300089

>>1297919
I can handle the menu in 2, but 3 is just god awful.

>>1300058
The intro of the charge shot. Just not my style.

>> No.1300174

>>1295806
Your weapons don't refill when you die in 2. You have to sit there and kill those flying can things over and over to refill your Crash Bombs.

Unless you meant to get a Game Over, in which case I'm pretty sure the walls DO respawn. Either way you shouldn't have to get a fucking game over just to beat the boss after you make a mistake.

>> No.1300191

1 - 1 hit spike death, unpredictable enemies, glitchy, clone boss sux
2 - metal blade, why is half the game weak to it?? not to parrot everyone but that room boss is a horrible idea
3 - recycled robot masters, absolutely zero difficulty on wily stages
4 - slooooow bar fillup and screen scroll
5 - fucking overpowered buster, dark man idea just as bad as doc robots, too easy
6 - hurrrrrrr mr.x, alternate paths, general stage design and robot master ideas, adapters being an annoying gimmick, too easy
(as a side note for 4 - 6, i didn't like charge shot at all)
7 - no
8 - no
9 - fucking perfect
10 - fucking perfect but something about it makes me not like it quite as much as 9 and i can't figure it out

after playing 9, it was hard to go back to the first six games.
you should know, though. i still love all of them. except 7 and 8. jesus christ. not even the fc demakes could fix them that will. 8 especially.

>> No.1300252

>>1300081
>MM8 - Did not play it due to it's overall first impression, which already shouts it's not worth it.
I'm not a fan of 8, but if you run out of games, you may as well bite the bullet. Some people really like it.

I'd tackle 10 first though. 10 was a joy, even if some of the boss weapons are really not very useful. Just go in with the knowledge it probably won't live up to 9.

>> No.1300254

>>1300081
should post your ramble, I'd read it

>> No.1300258

>>1300191
>10 - fucking perfect but something about it makes me not like it quite as much as 9 and i can't figure it out
For me it was probably that there's so many annoyance enemies. So many things designed to keep jumping in your face and not enough cannon fodder. Sometimes you just want some enemies to easily die, and not be placed to hop in your face for maximum fuckery.

On the reverse side, I was glad they adopted enemies to kill you over constant 1-hit death like 9. That was an improvement.

>> No.1300286

MM1 - Physics (slow walk start, slipping), Big Eye robot
MM2 - Booby trap boss, the entire level
MM3 - Doc Robots stages, late bosses and Wily are too easy.
MM4 - can't think of anything
MM5 - too easy
MM6 - feels like they copy pasted everything, lack of ideas compared to past Megaman games, too easy and dumbed down, soulless generic tunes, robot masters concepts (they were actually designed by 12 year olds)
MM7 - never played
MM8 - never played
MM&B - never played

>> No.1300289

>>1300258 i fucking hate the mini bosses

>> No.1300415

>>1295443
MM1 - it was broken and certain things were incomplete. It was suppose to be an arcade game so I forgive them.
MM2 - low budget, ezmode for the kids, unbalanced to all hell, robot made out of wood.
MM3 - gimicie robots, way better audio quality than previous 2, throwback to wily castle 1 was nice but not needed.
MM4 - music score improves from here on out for NES games, fun levels, some mini bosses harder than actual bosses, stupid 1st fortress, decent wily fortress.
MM5 - Dark Man stages were garbage but the levels actually forced you to have full "mana" on all abilities or suffer defeat if any of them depleted, and that fucking jump man and his jet pack..... worse than the one in MM1. Fuck him.
MM6 - new level design was kind of fresh in 1994 as a kid, loved the SF2 inspired robot masters being world themed, Mr. X was meh.
MM7 - Love the intermission level with the museum. Love the introduction of weakness animations on the bosses. Could care less about level design, half the bosses, or bass.
MM8 - stupid story, campy nintendo wii music, disney cartoon villain bosses, but good variety of level designs.
MM&B - aka, beta male version of MM8. Some of those bosses should have been on the flagship (mm8) at the time.

>> No.1300680

>>1300289
Some were OK. The castle boss in Blade Man's level was a minor annoyance, but with Water Shield dies incredibly easily. The goal minibosses of Strike Man's stage really piss in my coffee though. That ball never fucking misses me.

>> No.1300692

MM1- Elec man is a goddamn asshole/Clone Megaman is fucking brutal buster only
MM2- Bluebeam trap
MM3- Shit doc bots
MM4-Bright Man
MM5- Dont think i played this one
MM6- Have to keep going into the menu to switch to rush armour(s)
MM7-
>Implying I played this
MM8 - Everything
MM9 - Slide taken away
MM10- uh...The Yellow Devil blob miniboss. Shit took forever to take down

>> No.1300697

>>1300680
Seriously, fuck those things.

Anyhow, I just wanna chime in that there's very little about MM10 that I like. Mediocre stages, completely forgettable music, terrible weapons, challenge level that bounces from agonizing to piss-easy, disappointingly short Wily fortress (should've been twice as long with more stages in the space station).

To be honest, the only thing I really liked about it was the first Wily stage with the Robot Master copies.

>> No.1300702

>>1300415
>"mana"
Energy. It's just weapons energy.

>> No.1300708

>>1300692
Don't hate on MM7, especially if you haven't played it. Seriously, give it a fucking chance. It has some great music, fun boss battles, and has THE most challenging Wily capsule of the series. There's even a password to avoid the obnoxious "4x2" format of the game.

>> No.1300715

>>1300708
I've only played the Rockman 7 FC demake version but I might have to actually try MM7 if there's a password to avoid that stupid shit.

>> No.1300721

does anyone else find megamen games REALLY hard? I never beat any of them, the farthest I ever got was to wily's castle in mm2

>> No.1300724

>>1300721
I find 1, 4 and that Jump slide crock of shit from MM8 hard.

And maybe X1 (but thats because solely the way the final boss is done)

>> No.1300848

>>1300692
>The Yellow Devil blob miniboss
For real? That fight was over as soon as it began for me. I must have found the right boss weapon on my first try or something. The twin aemoba devils of MM9 were much tougher, frankly.

>> No.1300852

>>1300708
>There's even a password to avoid the obnoxious "4x2" format of the game.
I never knew this. That game is FULL of surprises. Did you know there's a password for a 2-player versus mode?

>> No.1300857

>>1300721
Practice. We all died a few times on the first playthrough. There's really no reason to quit after reaching Wily's castle. Just keep at it until you win.

>> No.1300860

>>1300697
>completely forgettable music
Agree on most points, but gonna disagree there. I'm not wild about every track, but Solar Man, Commando Man, Sheep Man, Strike Man, all great songs. Wily stages all great too.

>> No.1300862

>>1300697
>>1300860
Wily stage MUSIC that is. Yeah, only the space station was too short though.

>> No.1300872

>>1300252
I guess I'll do when I get the time.

10 seems like a great game though, I'll be guilty and: State that I watched gameplay of it. Just takes a little bit of work with the WADs and similar

>>1300254
If I can get the commentary out again.

>> No.1300897

>>1300872
10 seems to work with recent builds of Dolphin. I haven't had to delve into the settings to get it to work like I did back when 9 was new.

>> No.1300901

>>1300897
One little issue remains performance, the hardware that I got is not all that great and I may get the much-needed upgrade at the end of January.
I tried it with Megaman 9 and I got (ironically) 9FPS, it was a bit horrible though.

But alright, let's see how it will turn out.

>> No.1301041

MM1: never really played it except for a friends house so can't tell.
MM2: the game is just way too easy after you beat it once; places like quickman and some of the wily stages basically rely on you not know what's going to pop up next.
MM3: what everyone else mentioned about wily stages and the pause menu (still a great game).
MM4: pretty good game but has weird difficulty spikes where certain parts of levels are way too hard and others way too easy; shit wily machine since the game doesn't even teach you that it's possible to detonate the drill bomb early.
MM5: I really dig the soundtrack and the backgrounds but the entire thing is too easy with poor level design and the charge shot, which gives you no incentive to use the subpar weapons at all.
MM6: Worst reworking of dr wily was the true villain before MM10, the game is still too easy, beat is now useless as fuck. Wily and Mr X stages are terrible.
MM7: too easy, hate that you can only choose 4 stages at a time, final boss is ridiculously hard for no reason.
MM8: never played.
MMB: never played either.
MM9: the 8-bit graphics are good but taking away slide and charge was stupid and there's some pretty asshole traps you can't avoid if you've never played it before.
MM10: same problems with regards to charge shot and slide. I also dislike the fact that so much shit is DLC and that some of the weapons are very situational at best.

>> No.1301069

>1
That damned Footholder glitch, the gravity physics can be a bit weird.
>2
Metal Blade is fun, but breaks the game wide open. Obligatory Buebeam Trap mention.
>3
Wily stages are a non-issue, Doc Robots were unnecessary, and the weapons menu sucks.
>4
Not much, Up n' Down can feel cheap if you haven't played before I guess?
>5
Too easy. Bosses are a joke and extra lives are everywhere.
>6
Mr. X is a really, really bad disguise, No jumping out of a slide.
>7
Charged shot's damage was reduced. Super Adapter breaks the game.
>8
Jump jump slide slide and those boxes in Clownman's are annoying.
>MM&B
The Robot Master selection system is poorly done, the King Tank is so tedious.
>9
Weapons are a little too good.
>10
Weapons are a little too bad.

>> No.1301081

>>1300286
>they were actually designed by 12 year olds
>implying that isn't the case for almost every classic Megaman game
>implying 6 didn't have the best RMs anyway

>> No.1301114

>>1300848

>twin amoeba devils

thats what I was thinking of.

>> No.1301260

>>1295443
Which classic mega man is the best to start with? I want to get into the series; should I just start with the original and work my way up?

>> No.1301263

>>1301260
2 is a good start, probably one of the easiest classic MMs and the most iconic.

>> No.1301269

>>1301260
2 and 5 are very easy although 2 is a little cheap at times, and 5 is sort of a bland game, but if you beat one of these two you'll be prepared to take on more challenging MM games like 3, 4 or 9.

>> No.1301281

>>1301260
Well, I'd recommend the original.

Now, the original is more difficult than most games; it's not too hard, you might want to look up the Select Glitch when you fight Yellow Devil, but if it proves to be too difficult for you, then I'd recommend going to the easier 2.

>> No.1301629
File: 21 KB, 320x240, 1283579960854.jpg [View same] [iqdb] [saucenao] [google]
1301629

>>1301281
>you might want to look up the Select Glitch when you fight Yellow Devil
Don't encourage that shit. I beat Yellow Devil just fine and so can most people. Just take the time to learn the pattern like you do with every other boss. Cheating should not be recommended at any point of the series.

>> No.1301656
File: 65 KB, 634x410, protohands.jpg [View same] [iqdb] [saucenao] [google]
1301656

>>1301629
I'm just saying, if he can't beat it normally it's an alternative to giving up. We don't know anon's skill level, it might be too tough for him. It's also possible he'll beat it on his first try if he's really good. I'm just suggesting it as a choice if he's not an expert at video games.

>> No.1301751
File: 899 KB, 1680x1050, 248307.png [View same] [iqdb] [saucenao] [google]
1301751

>I have to say, not much complaints here.
>But I do have to ask
>Any Protomen fans here?

>> No.1301772

>>1301751
Eh, I prefer the Megas.

>Why are you greentexting
>When you talk normally?

>> No.1301795

>>1301629
>>1301656

God help me, I read those in their voices.

>> No.1301809
File: 6 KB, 480x360, hqdefault.jpg [View same] [iqdb] [saucenao] [google]
1301809

>>1301795

>> No.1301813
File: 9 KB, 300x300, GUTSMAN_by_DistantSound.png [View same] [iqdb] [saucenao] [google]
1301813

>>1301809
Step it up

>> No.1302059

>>1301813
Why is splash woman the only female robot master again?

>> No.1302062

>>1302059
because tradition

Man, imagine all the female mavericks we could have got fetishy for, too.

>> No.1302065

>>1302059
Because Wily's gay and Dr. Light only likes lolis.

>> No.1302102
File: 6 KB, 260x194, 43463543.jpg [View same] [iqdb] [saucenao] [google]
1302102

I never beaten a megaman game
1: I couldn't get past yellow devil
2: I kept dieing at the castle and my patience ran out

Now on X and can't get by the spider..... got close though..

>> No.1302131

>>1302062
I thought most boss mavericks didn't have gender

>> No.1302132

>>1302102
X is one of the easiest games in the franchise.

If you're really out of luck with it, try looking for its weakness, all the bosses have one. Or just hoard Subtank energy by grinding in the levels and saving it all for the boss.


Semi-related, is a Kirby run possible for X? I tried with Ice Shotgun, but all the bosses have more health than you can inflict with the weapon with the exception of Spark Mandrill, and I can't beat Mandrill's miniboss with just Ice Shotgun. I couldn't find how much health said miniboss has, so I'm not sure if it can be done through hoarding weapon energy or if it's just not doable.

>> No.1302134

>>1302102
Are you literally retarded?

>> No.1302140

>>1302132

>Semi-related, is a Kirby run possible for X? I tried with Ice Shotgun, but all the bosses have more health than you can inflict with the weapon with the exception of Spark Mandrill, and I can't beat Mandrill's miniboss with just Ice Shotgun. I couldn't find how much health said miniboss has, so I'm not sure if it can be done through hoarding weapon energy or if it's just not doable.

According to a video on Youtube I just watched, it's technically possible. Strategy is as follows:

>Don't fire weapon all the way to the miniboss, just run through all the enemies
>Shoot Shotgun Ice at the wall to hit the miniboss twice? Not sure how this worked out, I muted the commentary because it was pretty obnoxious
>Hope to god the miniboss drops a large weapon fillup
>Proceed to not fire again until you reach Spark Mandrill, beat him

Essentially, it's completely reliant on luck. I wouldn't bother.

>> No.1302143

>>1302102
Spider's weak to ice, and its drop patterns are outlined by its pole web thing. The mini spiders are still annoying, but I don't think they can run backwards.

Keep at it, you might even one day make it to Sigma.

>> No.1302148

>>1302140
'Kay. Before I realized that it's impossible to beat any non-Spark Mandrill boss with the weapon, I tried to go through Launch Octopus's stage, and even though I only fired at the miniboss there when it shot out the fish (so I could try to farm enemies that got hit by the shrapnal), it still took out most of my ammo, so I'd rather not go through it.

Oddly enough I've been able to do a single weapon run (Fire Wave, though I had to use the X-Buster on Launch Octopus's stage and for any bosses that were immune to it), but that's probably due to its low ammo consumption.

>> No.1302202

MM1
Ice mans level

MM2
A bit too easy and the wall boss is annoying.

MM3
>>1296131
And >>1297515

MM4
Music sucks, charge shot makes it too easy.

MM5
Music still sucks, castle levels are meh, bigger charge shot makes it really easy.

MM6
Everything

MM7
Perfect exept for the charge shot

MM8
Voices are fucking horrible

MM&B
Bass is overpowered.

MM9
A little too short

MM10
Levels are boring

>> No.1302235

>>1301751
they're terrible, and embarassing

>> No.1302261
File: 45 KB, 450x284, 1267334064926.jpg [View same] [iqdb] [saucenao] [google]
1302261

>>1302235
I'll give them credit on one thing, when they started doing pseudo 80's they improved dramatically. I'm still angered every time someone bursts into a thread when Megaman is mentioned just to quote lyrics by them. It's the equivalent of someone spouting "THE CAKE IS A LIE!!" at the mere mention of Portal.

>> No.1302678

>>1301069
completely forgot about slide canceling being taken away in 6. that was really dumb