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/vr/ - Retro Games


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4914439 No.4914439 [Reply] [Original]

Was it really that bad or was it just misunderstood?

>> No.4914491

>>4914439

Is it Inexplicable Assumption day or something? >>4914385

>> No.4915332

>>4914439
play it and see for yourself
don't believe everything you hear

>> No.4915353

>bad
>use ice
>push
>"bad" gone

>> No.4915391

>>4914439
I’ve never heard anyone say it was bad, just that it could be hard. All Mega Man games usually have some criticism.

>1 is unpolished and slow compared to the rest
>2 is great but still teething (hello boobeam trap)
>3 has top spin
>4 charge shot is OP
>5 is where the games start to feel redundant
>6 is where they start to feel lazy
>7 feels slow now that X exists
>8 has a similar problem and dat voice acting
>R&F is hard after the 8 cakewalk and isn’t anything new
>9 gets rid of slide because muh nostalgia
>10 is 9 but less new
>mighty no 11 (isn’t even out yet)

>> No.4915396

>>4915391
11 adds babby mode

>> No.4915410

CD collection is pretty stupid but aside from that, it's a fun SFC game. Really, I mostly see superficial shit like "duh graphics" but who even cares.

>> No.4915805

>>4914439
It's a miserable experience as Mega Man, game is clearly designed around Bass' moveset.

>> No.4916109

>>4914439
Who said it's bad? It's one of the better mega man games because you don't have to use mega man (coz he's fucking useless.)

>> No.4916159

https://www.youtube.com/watch?v=P1YEmekH27Q
Has some good fucking music.

Some of the stages aren't fun, but overall I enjoy playing the game because of Bass. I kind of wish they'd just brought him back instead of creating Zero.

>> No.4916404

>>4916159
Zero came first though. Forte was conceived after X1. You know, intention of ending the series at 6 and all.

>> No.4916432
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4916432

>>4914439
I think it's maybe the best, or at least one of them. It offers a better challenge then most other classic megaman series games, has great art and music, and the stage design is great. I hate playing as Bass though, I only use Megaman whenever I play the game. I think most people played the shitty gba version and based their view on that.

This, 4, and 9 are my top three MM games.

>> No.4917297

>>4916432
this and 9 have the best arsenals in the series

>> No.4917394

I think the main reasons for its generally negative reception is that being made up of MM8 assets that has to be downgraded further isn't very endearing and most people's exposure to the game was the GBA version, which didn't take the reduced screen size into account and made the game a lot worse.

>> No.4917418

>>4916159
I like the punchier sound that the gba has
https://www.youtube.com/watch?v=oIls9LaE0aE

>> No.4919130

>>4915391
>>4 charge shot is OP
That's 5. 4 has no faults and is thus the best Megaman.

>> No.4919135

>>4919130
>4 has no faults and is thus the best Megaman.
a lot of the boss fights, especially the castle ones are really dull.

>> No.4919137

>>4919135
Now that I think about it, yeah. The only bosses that feel a bit exciting are Dive Man, Pharaoh Man, and maybe Ring Man.
Not to say they're bad, but I feel that they feel a bit slower than the other games.

>> No.4921684

Anyone knows where could I download the SFC r&f manual? I didn't find it anywhere

>> No.4922279

>>4919130
4 was my first Megaman and I loved it.
>>4919135
Is right though. Toad Man is all about stunlocking him with the OP charge shot so he can never do anything at all (the alternative is eating a screen covering attack, who thought that boss was a good idea?). Skull Man while a sick design is a repeat of Wood Man but with a much simpler and less interesting to deal with attack pattern. For the NES, MM2 and MM3 have pretty much the best and most interesting boss behaviors.

Also, the sound of charging is REALLY annoying and kinda powers over the music and other sound effects in a bad way. Of course, you could just NOT, but not having a charged shot at the ready every possible moment is less than optimal so my body physically rejects that. They should have just made the sound more subdued.

>> No.4922280

>>4915391
Either 5 or 6 had some really fun and creative level design gimmicks though. Moreso than 4. Thinking about stuff like the Flame Man's stage with the oil, and Star Man's gravity flipping.

>> No.4922284

>>4915391
Top Spin is not a flaw

>> No.4922483

>>4922279
>For the NES, MM2 and MM3 have pretty much the best and most interesting boss behaviors.
fighting needle man without his weakness is one hell of a challenge.

>> No.4922502
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4922502

>>4922280
>fun creative levels

>Mm2 when you reach dr. Wilys castle, jumping on some disapearing platforms, then BAM! A mother fucking dragon shows up outa nowhere.

It doesnt even fit the game. It was so random i laughed my ass off when i first saw it.

>> No.4922617

>>4914439
It's not bad, it's just that people think it's too hard.

>> No.4924079

>>4922280
I wouldn't say that. I'd say they had creative IDEAS but the actual design is pretty bad and uninpisired. The possibilities of the Gravity reversal (it's Gravity Man, not Star Man) are barely scratched.
In Flame Man stage the moving platform over oil is just a remake of the same thing in MM4s Pharaoh Man stage, except on straight lines, one platform at a time and wih no enemies.

>>4915805
> game is clearly designed around Bass' moveset.

How is that true? You can literaly skip or make ridiculously easy all the platforming segments with Bass.
The point is: you can play the game normally as MM, but the game is really hard. So, if you want, you can play as Bass which makes the stages easier but killing (most of) the enemies and bosses painful.

>>4916432
>This, 4, and 9 are my top three MM games.

Great taste. I'd also be willing to R&F at the top as well if it didn't have such bullshit moments, for instance there are 2 moments in the game where no matter how good you are, you literally can't avoid getting hit unless you know what's coming. I know "2 moments" isn't a lot but it's still 2 bad game design elements I'd never find in 4 and 9.