Mega Man Megathread

pattern recognition/memorization is not bad game design.
That is subjective.

Theres a ton of games, especially older arcade games, that revolve around this gameplay.

But you're entitled to your preferences
 
pattern recognition/memorization is not bad game design.
That is subjective.

Theres a ton of games, especially older arcade games, that revolve around this gameplay.

But you're entitled to your preferences
Ability to learn to intuit patterns in a low-risk environment is a plus.
 
Memorization in my opinion only becomes annoying when to be able to try again the difficult part that kicked your butt you must go through a entire horrible level with too many cheap deaths, but it does make you memorize the level.

And I don't think that the yellow devil is the worst part of MM1 since there are worse things in there.
(I feel bad for the many that still try MM1 as their first experience because it's the original one)
 
Whether it's hard or not is not the point. The point is that rote memorization isn't fun for most people and is a bad game design.
Fun is subjective. Memorizing every moves of every characters in a fighting game is part of the training.

Bad game design because it's challenging? Just try harder then. Dark Souls is entirely based on memorizing the level layout, enemy placement and boss patterns and is a masterclass of game design.
 
222-2222386_mega-man-sprite-mega-man-pixel-art.png
 
Come to think about it, two shades of blue was a good idea for visibility.

But his face looks like an emoji.

Also I heard that his face is a separate sprite to support a palette of over 4 colours so basically the game was being handicapped of having a 6 sprite limit for enemies instead of 7 (counting the player character as the 8th).

Furthermore, the final bosses being a background layer was a smart trick to offer a gigantic sprite (for the cost of having a black background).
1755507431714.png


I think Konami used a similar technique for bosses like the Technodrome in TMNT NES.
 
Fun is subjective. Memorizing every moves of every characters in a fighting game is part of the training.

Bad game design because it's challenging? Just try harder then. Dark Souls is entirely based on memorizing the level layout, enemy placement and boss patterns and is a masterclass of game design.
I mean a good chunk of the Dark Souls challenge is also designed to be intuited. Animations to roughly convey to you what's the enemy will do, subtle signs of earlier tragic ends and obvious trapped objects in the scenery/texturing, the mimic dormant animation once you realize they exist. Caution and observation are rewarded a lot. One might develop a habit of scanning for ambushes at every bottleneck.
 
Concept art of Blade Man having hands and holding a sword


Hot take: The original concept of Blade Man as a swordsman with actual hands rips ass and is way better than his final design.

Another hot take: Mega Man bosses are incredibly boring and kind of just there, with a few exceptions (Mecha Dragon in 2, Sunstar in W5, all bosses in MM&B, Omega in MMZ3 and MMZX).
 
Another hot take: Mega Man bosses are incredibly boring and kind of just there, with a few exceptions (Mecha Dragon in 2, Sunstar in W5, all bosses in MM&B).
I always thought it was a really good and super strong concept how the stages also were kind of part of the bosses’ identities themselves because they’re always so themed. Makes them kind of a three-parter kinda deal (stage, boss, music, maybe even four due to the powers you get) with so much personality, and I feel like very few games have done it as well as MM.
 
I remember that sometimes narrative arcs in shonens are called "sagas" as well as video game series.

I guess it's another way of naming a following narrative story of a set piece.
 
I noticed that a lot of Latin American Mega Man fans refer to the subseries as "sagas." Why is that?
It could be because each subseries has a different protagonist, and "sagas" is a synonym for subseries in Spanish.
PS: Hi, nice to meet you. I hope you ando me can talk more. I'm new to this forum, haha.
 
I remember that sometimes narrative arcs in shonens are called "sagas" as well as video game series.

I guess it's another way of naming a following narrative story of a set piece.
Specifically major arcs that encompass many smaller arcs that form a greater conflict.
 
It could be because each subseries has a different protagonist, and "sagas" is a synonym for subseries in Spanish.
PS: Hi, nice to meet you. I hope you ando me can talk more. I'm new to this forum, haha.
I was used to people saying something like "the Namek/Freezer saga" in DBZ. I've learnt about Arc a bit later.

Specifically major arcs that encompass many smaller arcs that form a greater conflict.
I see, a Saga may be composed of arcs.

I could say the Prime saga instead of the Prime subseries for Metroid.


Back to Megaman I see that Classic and X are probably the two major ones whereas MMZ/MMZX is a semi sequel and Rockman.Exe/Battle Network and Starforce are spinoffs.
 
I was used to people saying something like "the Namek/Freezer saga" in DBZ. I've learnt about Arc a bit later.


I see, a Saga may be composed of arcs.

I could say the Prime saga instead of the Prime subseries for Metroid.


Back to Megaman I see that Classic and X are probably the two major ones whereas MMZ/MMZX is a semi sequel and Rockman.Exe/Battle Network and Starforce are spinoffs.

BN and SF are really, really not spin-offs. Not only are they set in their own universe, they don't even share gameplay style with the rest of the franchise.
 
BN and SF are really, really not spin-offs. Not only are they set in their own universe, they don't even share gameplay style with the rest of the franchise.
didn't you post a timeline pic that showed that it is the same universe, it only differed because dr light chose to do more internet related stuff in the battle network timeline instead of robot stuff?
 
didn't you post a timeline pic that showed that it is the same universe, it only differed because dr light chose to do more internet related stuff in the battle network timeline instead of robot stuff?
Not Light specifically, necessarily. It's the general direction human technological advancement went, because one doctor's vision was chosen over the other's.
 
didn't you post a timeline pic that showed that it is the same universe, it only differed because dr light chose to do more internet related stuff in the battle network timeline instead of robot stuff?

That picture was my personal HC, and it was so long ago that I've forgotten all about it.
 

Users who are viewing this thread

Connect with us

Support this Site

RGT relies on you to stay afloat. Help covering the site costs and get some pretty Level 7 perks too.

Featured Video

Latest Threads

Help with Resident Evil 6 - Switch port

hi, i just got Resident Evil 6 a week or so ago, and have been trying out the different moves -...
Read more

Remember the Cartoon Monster Allergy

Monster Allergy was a Cartoon that was run in my Childhood and I liked the Cartoon but I spend...
Read more

Ninja Saviors

1765945859439.jpeg

Ninja Saviors: Return of the Warriors. A game that's been "reborn" no less than...
Read more

What drives you to revisit games?

I realize now I've been here for... almost a year now? and it's been a long, long time since I...
Read more

Post underrated retro games that could be great if fixed...

Post underrated retro games that did not get the attention they deserved because it had bugs or...
Read more

Online statistics

Members online
73
Guests online
438
Total visitors
511

Forum statistics

Threads
15,473
Messages
374,582
Members
896,729
Latest member
cabourrut

Today's birthdays

Advertisers

Back
Top