Mega Man Megathread

 
Cool. I remember watching his blind runs through some Mega Man fan games.
Yup. Surprisingly I only knew about him for a short while. YouTube just wasn’t putting his vids in search results like ever.
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This video just reminded me how good Wheel Gator's theme is, lol.
It’s my favorite in X2 yeah.
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I want to say just one thing. I remember well playing the first titles of the series on my GB (dmg-01) and N.E.S., and I couldn't stand the extreme difficulty (especially jumping on mobile platforms) and having to constantly start from the beginning after an error; not to mention the speed and tenacity of the final bosses. How many kicks at chairs and table legs, how many scoldings from my poor mother, how many nervous breakdowns! A life... 😑
 

MM10 does not blend itself well into a speedrun format ::lol
 
Now this is what I’m talking about. This is the sorta chaos I’m looking for. ::biggrin
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P.S. I can't believe nobody pointed out the pun in the thread name.
I was worried it was too obvious. ::lol
 
A long time ago, I stumbled upon this article on Denfaminicogamer:

Why was the “Rockman.EXE” series so much fun? Now celebrating its 20th anniversary, we look back at the great masterpiece that redefined the image of “Mega Man” as a “difficult game."

The article itself is in Japanese, but you can use DeepL to read it.

Basically, it talks about how the EXE/Battle Network series took the founding principle behind Mega Man games, "the search for answers," and made it into something more understandable and palatable.

I think it's an interesting read, although I didn't like how the author framed side-scrolling Mega Man's stage select system as a flaw.
 
I think it's an interesting read, although I didn't like how the author framed side-scrolling Mega Man's stage select system as a flaw.
Yeah, just another Tuesday with another “modern” opinion of classic Megaman games. ::lol
Reminds me of this small rant about inti creates I’ll likely post after I’m feeling a wee less tired. Only had my morning tea just now c
 
A long time ago, I stumbled upon this article on Denfaminicogamer:
Awesome find, fake! I love learning about the philosophy behind updating classic legacy franchises like these.

The thing that I always loved about Rockman.EXE, especially in the anime series, was how it so eagerly adopted that early-2000s sense of both wonder and fear surrounding digital technology and the internet. I adore stuff like that* — Serial Experiments Lain, Digimon Tamers, Code Lyoko, The Matrix, etc. etc. — and it’s a genre we’ll probably never see again. I think it was a smart way to evolve Mega Man for the 21st century. In the original series, he was a physical robot that battled other machines in the “real world”, and in the 2000s, he was a computer program that battle viruses in the digital world. It’s an upgrade!

Having Mega Man as the embodiment of a debug program, and thinking about him crawling around inside a computer to destroy bad programs, is just a cool concept. I also really love how MMBN1 is structured exactly like a classic Mega Man game — you fight all the same bosses and go through a skull-shaped fortress to defeat Dr. Wily, just like in Mega Man 1. It’s the same… but new! (Mega Man Network Transmission carried a lot of these themes, too.) It was smart for the series to develop past that point and become its own thing, of course, but for a call back to the original one time, I think it really worked.

(*I specifically avoided using the word “denpa” here, because there is literally a later Mega Man series that’s about radio waves.)
 
The thing that I always loved about Rockman.EXE, especially in the anime series, was how it so eagerly adopted that early-2000s sense of both wonder and fear surrounding digital technology and the internet. I adore stuff like that* — Serial Experiments Lain, Digimon Tamers, Code Lyoko, The Matrix, etc. etc. — and it’s a genre we’ll probably never see again. I think it was a smart way to evolve Mega Man for the 21st century. In the original series, he was a physical robot that battled other machines in the “real world”, and in the 2000s, he was a computer program that battle viruses in the digital world. It’s an upgrade!
This is actually touched upon in the original pitch for MMBN, among other things as well.

1.jpg
2.jpg
 
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Inti Creates, a good company with good games that makes no good Megaman games​


Inti creates is a good company. I like their games, I like some of their Megaman style games and hell, I even like Megaman 10.

That said, Inti Creates does not seem to know how to make a good Megaman game.

I wish my feelings for them were easy to navigate. It sounds like I’m calling them bad, but I like their games. And even though I like their games, I think there’s undeniable flaws to them.

Luckily, their non Megaman games are harmless. They have no real code to adhere to other than doing what they want.

I’m also typically ok with new takes on games I love. I’ve basically had to update to that twice with gta. Once When I was replaying gta iv and had to update to the heavier vehicles and the abandonment of arcade style driving, then once again with gta v when it ditched 4’s heavier driving in favor of bringing back arcade style driving. Both threw me for a loop, and yet I winded up living both.

This is not a commonly held in opinion in gta community. GTA 4 and 5 are constantly at each other’s necks, yet here I am, flexible as water.

so with inti, the change isn’t the issue. It’s substance. And even then, it’s arguably trying to emulate classic, not drift away from it. Thus it is fair to criticize it for not properly emulating it.

The two core issues I’ve nailed down are level design and boss design.

Inti creates Megaman levels are simply not that interesting. And no, it’s not because they’re “modernizing” Megaman. I believe Megaman 11 is pretty good level design wise, and yes, it is modern classic, but it is developed in-house, by a different team that better understands rock. 11 has its own set of issues, mainly with bosses, but it is a better return to form. It feels like the true continuation to Megaman 8 and Rockman & Forte, and not what 9 is.

9 and 10 both neglect way too much. 7 and 8 did weird stuff, but they confidently carried over the legacy of the NES games properly. So much so that I disagree that Rockman 7 Famicom and Rockman 8 Famicom are the “definitive” versions. They’re very good fan games, but they’re different takes. Different takes that aren’t better or worse, just different.

9 and 10 don’t carry over the puzzle based design philosophy the NES Megaman. Each room feels like a diet version of a Megaman X level without the thought being put Into each enemy and obstacle.

In Megaman 3 when you encounter the snakes, you have to figure out they shoot you at your last position, so you manipulate the trajectory of their shots.

Megaman 3 is one of the weaker classic titles and yet it has the core fundamentals laid down.

What does 10 do? Give you two mini bosses you can take out with two commando shots….
IMG_1975.jpeg


This entirely extends to bosses, as classic bosses carry the same philosophy while 9 bosses carry the same dumbness.

But to further expand on levels, we must touch on enemies too.
In classic, enemies had personalities. You can interact with enemies, manipulate them in a way and have meaningful fights. They’re also independent, yet they react to you meaningfully. They acknowledge you while having their own personalities. They’re characters, not just enemies.

9 and 10 ditched this completely. All enemies behave as glorified obstacle courses. Sure, they have cool character designs, but you never have any interesting puzzles to solve. You just jump and dodge Like a hooligan. It’s basic and uninspired. Yes, inti creates are simple indie devs, so creating enemies with complex patterns might take time, but it doesn’t have to be THAT complex.

Crystal man and gravity man both had unique and cleverly designed enemies that aren’t really that groundbreaking but they got the job done. They interact with you, keep you on your toes, make you take full advantage of your moveset, stay unpredictable, etc. they make meaningful use of dodge too.

No, unpredictability isn’t randomness.

Now, what about bosses?

Classic bosses are masterpieces. From Megaman 1 to Megaman 6, all six of those have amazing bosses.

Cutman is the definition of deceptive difficulty. He scares you at first but his behavior is extremely easy to manipulate.
Fireman is actually a rythm game. You have to shoot him once then jump so he doesn’t get too heated (puns!!), shoot him twice, shame on you.
Copy robot might be the most complex boss in Megaman history although this might be the case where I’d say that’s not immediately a good thing.
Megaman 2…. Has no good fights. Let’s move on.
Hot take, but I like Gemini man’s fight. I like that he shoots when you shoot.
Magnet man is my favorite robot master of all time. Enough said.
I think snake man is fun. He’s chaotic but I like that about him.
Spark man is also great.
For Megaman 4, actually, I think all of them are great! …… toad man notwithstanding
Megaman 5 is underrated. Crystal man, charge man, wave man, gravity and shawarma man all have their strengths.
Knight man in Megaman 6 is great. I love that you manuplate where he throws bid made. Guy should’ve picked a dark souls build besides faith+strength.

Megaman 9 and 10 bosses… they… they exist.

1-6? You interact with them. You manuplate their patterns. They change their behavior based on your position and when you shoot and how close you are to them. Well, Megaman 2 doesn’t do that cuz it’s a shit game and 9 is based on 2 so- oooohhh so that’s whyyyy

But yes, 9 and 10? Nah. No personality. No interactions. No reactions. Just doing their own thing.

Dive man? He will chase your ass if you get close or take pot shots at you if you’re too far.
Splash woman? Sure, I guess she sorta followes you when she plunges you with her fork… I guess that’s some kinda interaction…. Just like I guess maybe woodman… the worst robot master ever… I guess….

But hey, nitro man does have the cool chill spikes, those do make the fight really fun, and yeah… but it’s pretty bare bones.

Galaxy man also does the really basic “follow you”
Actually they’re all basic. 9 and 10 robot masters have zero personality.
Ok, MAYBE pumpman has that cool attack where he headbutts you… in hard mode only. Fuckin… JUST PUT ALL THE HARD MODE STUFF in NORMAL MODE, seriously, why gatekeep your good ideas behind hard mode? Are you paying homage to Megaman 2 or Megaman X8?

That’s kinda where I’ll end it. That’s my scattershot rant.

@Gorse @fake now you probably see why this took two days to type out. I have an OCD habit of putting research even into simple forum messages…
Well, catch you on the other side once we’re all awake. I imagine both you are sleeping and I’m about t o do that too. Well, it’s eearly in kuwait, but I imagine it’s like what? 1 am in Canada?
 

Inti Creates, a good company with good games that makes no good Megaman games​


Inti creates is a good company. I like their games, I like some of their Megaman style games and hell, I even like Megaman 10.

That said, Inti Creates does not seem to know how to make a good Megaman game.

I wish my feelings for them were easy to navigate. It sounds like I’m calling them bad, but I like their games. And even though I like their games, I think there’s undeniable flaws to them.

Luckily, their non Megaman games are harmless. They have no real code to adhere to other than doing what they want.

I’m also typically ok with new takes on games I love. I’ve basically had to update to that twice with gta. Once When I was replaying gta iv and had to update to the heavier vehicles and the abandonment of arcade style driving, then once again with gta v when it ditched 4’s heavier driving in favor of bringing back arcade style driving. Both threw me for a loop, and yet I winded up living both.

This is not a commonly held in opinion in gta community. GTA 4 and 5 are constantly at each other’s necks, yet here I am, flexible as water.

so with inti, the change isn’t the issue. It’s substance. And even then, it’s arguably trying to emulate classic, not drift away from it. Thus it is fair to criticize it for not properly emulating it.

The two core issues I’ve nailed down are level design and boss design.

Inti creates Megaman levels are simply not that interesting. And no, it’s not because they’re “modernizing” Megaman. I believe Megaman 11 is pretty good level design wise, and yes, it is modern classic, but it is developed in-house, by a different team that better understands rock. 11 has its own set of issues, mainly with bosses, but it is a better return to form. It feels like the true continuation to Megaman 8 and Rockman & Forte, and not what 9 is.

9 and 10 both neglect way too much. 7 and 8 did weird stuff, but they confidently carried over the legacy of the NES games properly. So much so that I disagree that Rockman 7 Famicom and Rockman 8 Famicom are the “definitive” versions. They’re very good fan games, but they’re different takes. Different takes that aren’t better or worse, just different.

9 and 10 don’t carry over the puzzle based design philosophy the NES Megaman. Each room feels like a diet version of a Megaman X level without the thought being put Into each enemy and obstacle.

In Megaman 3 when you encounter the snakes, you have to figure out they shoot you at your last position, so you manipulate the trajectory of their shots.

Megaman 3 is one of the weaker classic titles and yet it has the core fundamentals laid down.

What does 10 do? Give you two mini bosses you can take out with two commando shots…. View attachment 3587

This entirely extends to bosses, as classic bosses carry the same philosophy while 9 bosses carry the same dumbness.

But to further expand on levels, we must touch on enemies too.
In classic, enemies had personalities. You can interact with enemies, manipulate them in a way and have meaningful fights. They’re also independent, yet they react to you meaningfully. They acknowledge you while having their own personalities. They’re characters, not just enemies.

9 and 10 ditched this completely. All enemies behave as glorified obstacle courses. Sure, they have cool character designs, but you never have any interesting puzzles to solve. You just jump and dodge Like a hooligan. It’s basic and uninspired. Yes, inti creates are simple indie devs, so creating enemies with complex patterns might take time, but it doesn’t have to be THAT complex.

Crystal man and gravity man both had unique and cleverly designed enemies that aren’t really that groundbreaking but they got the job done. They interact with you, keep you on your toes, make you take full advantage of your moveset, stay unpredictable, etc. they make meaningful use of dodge too.

No, unpredictability isn’t randomness.

Now, what about bosses?

Classic bosses are masterpieces. From Megaman 1 to Megaman 6, all six of those have amazing bosses.

Cutman is the definition of deceptive difficulty. He scares you at first but his behavior is extremely easy to manipulate.
Fireman is actually a rythm game. You have to shoot him once then jump so he doesn’t get too heated (puns!!), shoot him twice, shame on you.
Copy robot might be the most complex boss in Megaman history although this might be the case where I’d say that’s not immediately a good thing.
Megaman 2…. Has no good fights. Let’s move on.
Hot take, but I like Gemini man’s fight. I like that he shoots when you shoot.
Magnet man is my favorite robot master of all time. Enough said.
I think snake man is fun. He’s chaotic but I like that about him.
Spark man is also great.
For Megaman 4, actually, I think all of them are great! …… toad man notwithstanding
Megaman 5 is underrated. Crystal man, charge man, wave man, gravity and shawarma man all have their strengths.
Knight man in Megaman 6 is great. I love that you manuplate where he throws bid made. Guy should’ve picked a dark souls build besides faith+strength.

Megaman 9 and 10 bosses… they… they exist.

1-6? You interact with them. You manuplate their patterns. They change their behavior based on your position and when you shoot and how close you are to them. Well, Megaman 2 doesn’t do that cuz it’s a shit game and 9 is based on 2 so- oooohhh so that’s whyyyy

But yes, 9 and 10? Nah. No personality. No interactions. No reactions. Just doing their own thing.

Dive man? He will chase your ass if you get close or take pot shots at you if you’re too far.
Splash woman? Sure, I guess she sorta followes you when she plunges you with her fork… I guess that’s some kinda interaction…. Just like I guess maybe woodman… the worst robot master ever… I guess….

But hey, nitro man does have the cool chill spikes, those do make the fight really fun, and yeah… but it’s pretty bare bones.

Galaxy man also does the really basic “follow you”
Actually they’re all basic. 9 and 10 robot masters have zero personality.
Ok, MAYBE pumpman has that cool attack where he headbutts you… in hard mode only. Fuckin… JUST PUT ALL THE HARD MODE STUFF in NORMAL MODE, seriously, why gatekeep your good ideas behind hard mode? Are you paying homage to Megaman 2 or Megaman X8?

That’s kinda where I’ll end it. That’s my scattershot rant.

@Gorse @fake now you probably see why this took two days to type out. I have an OCD habit of putting research even into simple forum messages…
Well, catch you on the other side once we’re all awake. I imagine both you are sleeping and I’m about t o do that too. Well, it’s eearly in kuwait, but I imagine it’s like what? 1 am in Canada?

Holy cow, that's long.

I wish there was a clap emoji reaction because you essentially took the words out of my mouth and put them way better than I ever could.

When I got to the part about bosses and enemies' patterns, I mentally slapped myself on the forehead, thinking, "Oh! So THAT'S why they feel so different in MM9 and MM10 compared to the NES games!"

MM9 and MM10 induce an "uncanny valley" feeling in me. They look and act just like the classics on the surface, only to have all those little differences that take me out of the experience and make me feel like I'm playing a fan game.

Thank you for taking your time to write this.
 
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Hi, I'm new here. This is my first post / reply. I don't have much experience with forums and I apologize if it's too obvious that I'm using a Google translation. English is not my native language. Anyway, I really liked the X series. Part 1 felt like I played through it a hundred thousand times. From part 5 onwards it started to feel strange. it became so much different. No matter whether the armor, enemy names, even the cutscenes were so much different, from my point of view... it's a shame that this series was driven against the wall. I also found MegaMan Zero to be very enjoyable. It's a shame it never went past part 4. In any case, I would welcome it if Capcom would finally deliver something new again.
 
Hi, I'm new here. This is my first post / reply. I don't have much experience with forums and I apologize if it's too obvious that I'm using a Google translation. English is not my native language. Anyway, I really liked the X series. Part 1 felt like I played through it a hundred thousand times. From part 5 onwards it started to feel strange. it became so much different. No matter whether the armor, enemy names, even the cutscenes were so much different, from my point of view... it's a shame that this series was driven against the wall. I also found MegaMan Zero to be very enjoyable. It's a shame it never went past part 4. In any case, I would welcome it if Capcom would finally deliver something new again.
Hell yeah new blood. Welcome man. Feel free to chat any time I think me and @fake would love it.
And @Gorse too although he’ll need popcorn to sit thru my crazy posts 🤣
 
Hi, I'm new here. This is my first post / reply. I don't have much experience with forums and I apologize if it's too obvious that I'm using a Google translation. English is not my native language. Anyway, I really liked the X series. Part 1 felt like I played through it a hundred thousand times. From part 5 onwards it started to feel strange. it became so much different. No matter whether the armor, enemy names, even the cutscenes were so much different, from my point of view... it's a shame that this series was driven against the wall. I also found MegaMan Zero to be very enjoyable. It's a shame it never went past part 4. In any case, I would welcome it if Capcom would finally deliver something new again.

Hi! Feel free to post here anytime! ::agree
 

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