Mega Man Megathread

to help make this even funnier, i misheard what he said for quite a while. i happen to watch the cutscenes on youtube and i heard what he is actually saying.
i swear that he was saying "destroy fucker!!" when i was playing the game.
it seemed appropriate, so i didn't question it.
 
i've seen a boss in another series do a similar attack to sigma's. destroyman from no more heroes. he calls his attack "destroy buster!"
Someone mentions NMH?

In a weird way I always love boss rush focused games such as this one, Megaman and even Alien Soldier.
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Interesting video:
I also saw that in my feed
Haven’t clicked it yet but it seems like a breakdown of the sprites?
If so, this technique was also used to bypass color limits when designing Plant Man for Mega Man 6 (he uses two layers of sprites, his design is impossible to implement on a single layer, last I checked)
 
I also saw that in my feed
Haven’t clicked it yet but it seems like a breakdown of the sprites?
If so, this technique was also used to bypass color limits when designing Plant Man for Mega Man 6 (he uses two layers of sprites, his design is impossible to implement on a single layer, last I checked).
This also explains the pitch black background for most of those bosses.
1768498426167.png
 
To be fair, imagine how much power the console of the time needed to show all those colors and sprites

Megaman itself isnt that detailed, but put a giant enemy with a lot of colors/details and a background plus the stuff both Mega and the boss use to battle too?
 
You know what? I think that it's still the best way to do massive bosses for games of that era.

When 16-bits remakes added a background the screen became less easy to read and stuff got cluttered too easily.

Limitations can sometimes be beneficial.

This is also why I'll always prefer the pitch black void on the Genesis version of 3D Blast's final boss than the Saturn's:
1768646358124.png
1768646362678.png


Here in the Willy Wars it looks a bit ugly in the yellow background sadly:
1768646431694.png

Almost as if the boss was smaller than its 8-bits counterpart.
 
You know what? I think that it's still the best way to do massive bosses for games of that era.

When 16-bits remakes added a background the screen became less easy to read and stuff got cluttered too easily.

Limitations can sometimes be beneficial.

This is also why I'll always prefer the pitch black void on the Genesis version of 3D Blast's final boss than the Saturn's:
View attachment 145291View attachment 145292

Here in the Willy Wars it looks a bit ugly in the yellow background sadly:
View attachment 145293
Almost as if the boss was smaller than its 8-bits counterpart.
That does look like a downgrade indeed.

Never knew the difference in the Saturn version existed, genesis pitch black void definitely better. The colours on robotnik/eggman also better.

(Side note the Saturn bonus levels were probably the best of the series)

 
That does look like a downgrade indeed.

Never knew the difference in the Saturn version existed, genesis pitch black void definitely better. The colours on robotnik/eggman also better.

(Side note the Saturn bonus levels were probably the best of the series)

The PC version was weird because it brought back the black void background (perhaps because it was either an incomplete port or made for PCs that couldn't properly render transparencies).

Like how NES SMB3 is somewhat prettier than the SNES/GBA remake I think limitations is beneficial to it.

But this would be an entirely separate topic about that subject.
 
Back to the blue bomber, it's possibly been discussed already on here (let me know anyone if that's the case) I only learnt recently that Wily features prominently in the X series, albeit not directly as himself. Either through a robot implied to be him (Isoc) or mentioned (sigma mentions him in X5 I believe)

Does his consciousness exist within the Zero virus?

Is Wily therefore the true nemesis of the X series?
 
It was never stated how Wily is still around in the X era like Light with his capsules and inside of X as an emergency assit in case X get severe damage, but Wily is not inside of Zero at all

Most likely he become something like a cyber ghost or he somehow upload his mind in some server

He shows up "3" times in the X saga. The most important, and weird, was in X5 where he give Sigma his new body and helped him "almost" destroy the planet (this is the only time Wily does something so out of character that i always wonder what the devs where thinking) and also his try into making Zero enter his awakened state

He shows up once again in X6 if Zero beats High Max where his voice state joy at how Zero managed to become so strong and beat a robot made to be superior to both X and him

Wily also decided to leave Zero alone since he was able to become the "strongest" robot on his own and no awaken state needed. Something that the Zero saga confirmed after he beat Omega and saved the world in the final game
 
I don't know, I kinda want go back to Megaman ZX, still one of my favs...
 
The main problem with Mega Man ZX's world design is that it's not designed like a Metroidvania, but like a Mega Man game where levels happened to be connected.
 
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The main problem with Mega Man ZX's world design is that it's not designed like a Metroidvania, but like a Mega Man game where levels happened to be connected.
Sorry if it may sound stupid but isn't it what a Metroidvania is about level design wise? I mean in Wonder Boy III levels are clearly separate zones that are somehow connected to a "hub" and you can reach newer areas from it. Same thing has been done with the Souls series to some extent.

I don't mind if the actual levels are like a normal platformers with them being connected, if it worked with VVVVVV I don't see the issue (I'd even say that it's the safest way to make it work without being too much like Metroid and not enough like Megaman).

On a side note I'd love to see more fangames mixing Megaman with Kirby, having the ability to change powers on the fly thanks to enemies
 
The issue with ZX games is that they tried to expand the open world feeling that the Zero saga kinda did by making all areas be a single big map instead of just select a place in the menu then go to said place and reach the boss room

There are some that liked it, while others that love the originals stage travel found it pointless after the sidequests are done and you just use the teleport menu at the end
 
Megaman Zero is a classic Megaman style game with a hub world that expands/evolves throughout the course of the game and rewards you with additional lore/items if you explore between levels.

Megaman ZX is a fun game hidden behind a painfully difficult navigation/map system which really ruins the flow of the game. I also don't count getting new key cards as enough to make it a metroidvania.
 
I've been having an itch to replay SF3 lately, and I don't know if I should wait for the Legacy Collection to come out to scratch it or not.
 

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