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/vr/ - Retro Games


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9902127 No.9902127 [Reply] [Original]

What would you say were the biggest blunders of the Mega Man franchise?

>> No.9902129

Everything after the nes games.

>> No.9902152

>>9902127
Mega man fucking rush in the ass for one thing

>> No.9902156

>>9902127
Why is he dressed like that?

>> No.9902158

NES? charge shot.

>> No.9902159

>>9902127
Just keeping it to the Classic games, here.
1: mandatory Magnet Beam room
2: Boobeam Trap
3: Doc Robot stages
4: Toad Man's theme
5: Rush Coil
6: everything except the music
7: splitting up the RMs
8: never porting the Saturn-exclusive bits
MM&B: King Stage 2
9: removing the slide
10: the long-ass staff roll
11: too-short Wily castle
MM1GB:
MM2GB: awful last boss
MM3GB: that one fucking jump in Dustman's stage
MM4GB: not much, best Classic entry overall for me
MM5GB: no proper weakness chain
Battle & Chase: too bland
Power Battle/Fighters: not very good aside from the idea
Soccer, Super Adventure, Game Gear, DOS games: EVERYTHING

>> No.9902165

>>9902127
Not making a third season of Ruby-Spears cartoon.

>> No.9902172

>>9902127
Battle Network and its consequences have been a disaster for Mega Man

>> No.9902175

X7
Nothing beats X7, and you fucking know it.

>> No.9902184

>>9902159
what's wrong with toad man's theme?

>> No.9902204
File: 382 KB, 650x638, 4677226_zpsde62a54d.jpg [View same] [iqdb] [saucenao] [google]
9902204

>>9902172
>Literally the most successful MegaMan series
>The coolest boss battles in any MegaMan game
>The best battle mechanics in any RPG game
Have fun coping and seething the rest of your life, old man.

>> No.9902234

>>9902204
BN is brilliant but god I'm never touching multiplayer in it because I know all of the hardcore types practice for literal hours a day and that's ridiculous.

>> No.9902238

>>9902204
>Literally the most successful MegaMan series
Hence why it was able to be so disastrous
>coolest bosses
How about the other Mega Man games wherein you actually play a fucking game

>> No.9902253

>>9902234
>practice for literal hours a day
Do they? Given the nature of the combat system, I feel like all you need is a good chip folder and you've got a fighting chance.

>> No.9902260

>>9902253
Yeah. Have you not seen the high level bn stuff? Dudes move around like some sort of AI script it's all way too fast for normal people to bother with.

>> No.9902784

>>9902165
not following the original artstyle they intended to use, still don't know why they megaman look like a buff teen

https://www.youtube.com/watch?v=tfoeasCeh44

>> No.9902806

>>9902127
Not knowing how to pace themselves lack of creativity. Aside from Legends, every MM series just gets quickly run into the dirt until everyone is burnt out on them, including the people making the games.

>> No.9902807

It should have never gone beyond 8bits.

>> No.9902808

>>9902127
Mega Man 13: Wily's Final Breath
It did everything wrong.

>> No.9902862

The gridwaggle trash that's only popular because it has a cartoon and requires no skill.

>> No.9903076
File: 236 KB, 1277x1031, his name is Ecks.jpg [View same] [iqdb] [saucenao] [google]
9903076

>>9902127
Never branching out into 3D in a way that kept the series traditions intact.

Nintendo did it with Mario, tearing up some of the series' traditions but choosing to reinterpret them in a way that made their ideas work better in 3D. Instead of powerups, Mario has a health bar, and the powerups included in the game are instead very powerful to make them stand out.
Sega did it with Sonic, being a lot more direct in the translation of the 2D ideas into 3D, but at the same time they heavily expanded on concepts that were already present, and took advantage of the new medium. Granted, this came after a bit of strife.

Capcom's ideas bringing of Mega Man to 3D in a timely fashion was... Mega Man Legends. A game so distant from the series' norms the only way it remained immediately recognizable was through two things: Volnutt's blue-centric design, and the fact it has the brand name as part of the title.

>>9902175
We get it, you don't want anybody to try their hand at the franchise because they might suck at it.

>> No.9903092

After seeing the demo of the Legends 3 prototype, I can say without a doubt that it was a massive missed opportunity. The fucking alpha was a better action game than anything on the 3DS.

>> No.9903150

>>9902204
Nice redraw bro

>> No.9903343

>>9902184
Don't like it very much. But on reflection I'm willing to change it to: "RM health fill-up speed"

>> No.9903425

I used to *love* the franchise as a kid and played each classic MM game many times over. But as an adult that now plays a lot of SMB2J and kaizo SMW, I can see enormous flaws in MM's movement system.

The problem is that MM's movement is simplified and made to be easy for kids. He stops and turns on a dime. There's no horizontal acceleration. Nor is there vertical acceleration. He launches up and comes down at the same speed immediately when you jump.

This does avoid a "slippery" feeling (if overdone), but it also takes away from the skill of precision platforming.

Also, if you properly use weapons that each boss is weak to, it utterly trivializes the fights. So you have simple stages and trivial boss fights. The graphics and music are great, but it is sooooo simple to beat most MM games without losing a single life if you're competent at platformers.

>> No.9904206

>>9903425
Wow this is a really interesting take. To me, Mega Man games are wayyyy harder than any Super Mario. Super Mario were amongst the only games of any genre I could beat as a little kid, I never beat a single MM game until I was an older teen

>> No.9905408
File: 103 KB, 900x638, 3d8.jpg [View same] [iqdb] [saucenao] [google]
9905408

>>9902127
>1: Magnet Beam
>2: rough weapons balancing
>3: Doc Robot padding
>World 1: splitting the bosses up
>4: starting the whole "gee it's not Wily" thing
>World 2: underwhelming rival
>5: overpowered Charge Shot
>World 3: I don't remember a thing about this
>World 4: still a blur
>6: overpowered Power Megaman
>World 5: having the gall to be superior to its console equivalent
>Mega World: not making Wily Tower its own game and hiding it behind three subpar remakes
>7: sprite size is a little too large
>8: swimming
>RM&F: penultimate stage gauntlet
>RM&F MKnC: somehow outdoing second Game Boy game in sheer bootleg feel
>9: a little too simple at times
>10: adding difficulty select
>11: wtf was that castle
>X1: basically forcing Chill Penguin first
>X2: better ending loses a cool boss fight with no replacement
>X3: boring stages
>X4: actually a Zero game and not an X game
>Xtreme 1: making you beat the game more than once
>X5: the random success/failure rate can't be fixed
>Xtreme 2: short Z-Saber
>X6: missable rescue units and making some nearly mandatory
>X7: sluggish 3D engine
>Command Mission: the missed worldbuilding opportunities
>X8: the lives system

>> No.9907354

there needs to be a new Megaman X that is not garbage.

Megaman 11 cleaned the bad mouth taste that Mighty No.9 left, but the regular Megaman is not as 'cool' as the Megaman X mechanics and aesthetic.

>> No.9907404

X5, where quality action sidescrolling MM stopped until MM9.

>> No.9907431
File: 392 KB, 2555x1440, grimguardians_ending01.jpg [View same] [iqdb] [saucenao] [google]
9907431

>>9907354
You gotta wait for IntiCreates to make one anon. I think there's a way to basically add X's abilities in Mighty Gunvolt Burst once you unlock most of them