[ 3 / biz / cgl / ck / diy / fa / ic / jp / lit / sci / vr / vt ] [ index / top / reports ] [ become a patron ] [ status ]
2023-11: Warosu is now out of extended maintenance.

/vr/ - Retro Games


View post   

File: 315 KB, 927x811, megaman7.png [View same] [iqdb] [saucenao] [google]
9988205 No.9988205 [Reply] [Original]

Mega Man 7 was made in 3 months. Post 'em.

>> No.9988213
File: 273 KB, 690x447, 11654cffce76e89fd271752f022196d375131732_2_690x447.jpg [View same] [iqdb] [saucenao] [google]
9988213

Final Fantasy 7 was made in 6 months. Yoshis Island took 6 years. Only one is a good game.

>> No.9988216

>>9988205
Didn't know, it's impressive but I guess they just stopped caring towards the end because Wily Capsule in this game feels like it wasn't playtested

>> No.9988218

>>9988213
>Yoshis Island took 6 years
No way

>> No.9988227

>>9988213
>Final Fantasy 7 was made in 6 months.
False, over one year.
>Yoshis Island took 6 years
False, four years.
>Only one is a good game.
False, they are both good games.

>> No.9988303

>>9988216
One of the developers has claimed that it was intentionally made just to be a hard fight.

It's also just not a very hard fight, Slash Man is harder due to being far more random

>> No.9988687

>>9988303
Slash Man is the fucking worst. It's the only robot master in the entire classic series I could NEVER not learn to do without taking damage consistantly (buster only). Too much randomness, leading to getting inevitably hit at least once EVEN if you mash all the buttons like a mad man to get free from the sticky eggs

Wily Capsule can be learnt. The timing required to do it without taking damage is hard, but it's possible.

>> No.9988695

>>9988213
>factually inaccurate on both counts
>includes unnecessary incendiary /v/-tier bait
FPWP.

>> No.9988701

>>9988205
I somehow just don't believe it. Sorry, I just don't, and I don't have proof. Just have a feeling it's wrong. Japs are notoriously shitty about development transparency from the process to the staff and this is on its surface a pretty high effort, high quality game with completely new assets and lots of code unique to it. 3 months seems like bullshit but ay good on'em if they did.

>> No.9988704

>>9988701
they also claim they did Mega Man 2 in two months

Though MM7 in 3 is probably more impressive than MM2 in 2.

I think it's possible but, the "ideas/concept" phase had to be done super quickly; and then it would take great planning to coordinate programmers/artists/planners.
Both MM2 and MM7 do have things that make me think "this part was rushed" (no pun intended), especially 7 (pretty much there entirety of Shade Man stage, the fire traps in Turbo Man).

>> No.9988710
File: 332 KB, 1075x1500, SsbmBoxart.jpg [View same] [iqdb] [saucenao] [google]
9988710

13 months

>> No.9988714

>>9988213
>6 years
Alright that's fucking funny.

>> No.9988715

>>9988687
I completely agree. Wily Capsule has all the positions preset - it just picks one randomly. Once you learn it, it just comes down to patience and good dodging. Other bosses people like to point at like Burner Man are also generally more annoying than anything, but Slash Man is just random. The eggs that get dropped from the ceiling are completely inconsistent and whether he'll just drop and start jumping or do his flaming air move towards you seems to be chosen randomly as well. Not to mention that effects stack, so you can get stuck on a floor egg and then get another egg drop on you. It's just a really absurd fight, especially considering none of the other robot masters in 7 have anything like that, they're mostly pretty easy.

>> No.9988725

>>9988715
yeah Slash Man is one of those things in the game that would have benefitted from more dev time (on top of the other 2 I just mentionned above). They would have realized this shit with more testing.

>> No.9989493

Bomberman (NES) was made in like 3 days. Apparently it was more of a port, but still pretty good.

>>9988213
>6 years
Maybe if you are lumping the development of SMW1 with it.

>>9988687
Really? I thought the same thing when I got to him, but I haven't got to the capsule yet. The eggs are the only part that is really bs, worse yet that the ceiling is covered up so it's even harder to see them coming. The worst boss I've ever had to deal it in Megamin overall was probably that flying boss from the King Stages in MM&B that forces you to keep jumping the entire fight. Just awful dealing with it as Megaman.

>> No.9989506

>>9988701
And MM7 is also one of the Mega Man games with most cut content. They were hiding a goddamn 2-player battle mode in there. They must have had had a lot of left-over content from Mega Man X1 ported to 7. X1 took forever to come out in comparison.

>> No.9989630

>>9988687
What about burner man from rockman and Forte?

>> No.9989653

>>9989493
>worst boss I've ever had to deal it in Megamin overall was probably that flying boss from the King Stages in MM&B that forces you to keep jumping the entire fight
Just stay close to the boss and everything will be in control.

>> No.9990504

>>9989630
Not a problem, that can be learnt. It's actually a pretty good boss because the things you have to do against him are pretty unique (in MM games and action games in general, tons of similar patterns tend to repeated, it's not often that you find something that makes you rethink how you play action games, like Street Figther 2010, but Burner Man is one of those things)

>> No.9990510
File: 29 KB, 265x376, Rogue_squadron_2_Box.jpg [View same] [iqdb] [saucenao] [google]
9990510

>>9988205
Star Wars Rogue Leader was made in 8 months, and it was a launch title.

>> No.9990512

>>9988205
>Mega Man 7 was made in 3 months
Holy fuck never knew this. I wish we could go back so badly. I recall seeing RE2 and Halo 2 had short development times although not 3 months short. To think these people used to put out legendary classics we still discuss and love today. Meanwhile modern gaming is full of years long development cycles and the games are piles of shit anyways.

>> No.9991179

>>9988701
Three months would be 480 hours of work per staff member, if there were no meetings and they worked on the game like a machine. Maybe they designed most of the levels and characters in the NES era in a notebook and simply had to make it.