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The Mega Man Discussion Thread


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#151 Eddy

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Posted 03 October 2014 - 11:06 AM

Just a heads up, cus you are going to play Mega Man 2 next - MM2 has some bosses that trump the Yellow Devil in terms of difficulty (as in unfairness) tucked away in the Wily stages. Let me know if you rage at them LnGbui1.png

Well, I haven't actually played MM2 yet, so I predict I'll rage pretty hard. Looking forward to the Wily stages though :P


Edited by EddyTheOliveira, 03 October 2014 - 11:06 AM.


#152 Nathaniel

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Posted 03 October 2014 - 02:22 PM

Nothing in MM2 is nearly as difficult at MM1's Yellow Devil.  Nothing.  Not even close.  That is a fact.  :P


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#153 Eddy

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Posted 03 October 2014 - 02:28 PM

So, I just started playing MM2. I can say that this game is already better than MM1.

 

I beat Woodman, Bubbleman, Airman and Heatman so far and I gotta say that I have much less difficulties in these stages than I did with MM1. The soundtrack so far is freaking superb, and I'm really enjoying the game so far.

 

So far:

2 > 1



#154 HavoX

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Posted 03 October 2014 - 02:33 PM

I've read that if one can beat Heat Man first, he/she should be considered a very good player.


Edited by HavoX, 03 October 2014 - 02:34 PM.


#155 Dark Ice Dragon

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Posted 03 October 2014 - 04:31 PM

I've read that if one can beat Heat Man first, he/she should be considered a very good player.

because there a very hard part where you must jump on blocks that keep appear and disappear, a error and you re dead! if you beat airman you will get a item that let you pass that part in few seconds....is called item2 or somthing like that

Heatman is also an hard opponent...if you don't use bubbleman weapon



#156 Russ

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Posted 03 October 2014 - 04:35 PM

Nothing in MM2 is nearly as difficult at MM1's Yellow Devil.  Nothing.  Not even close.  That is a fact.  :P

The dragon. Platforming with auto-scrolling, then a stage setup that kills you if you're hit once, combined with sprite flicker that makes Megaman invisible at times and a retry point way earlier in the stage past a mandatory item usage spot that you need to grind for. Arguably much worse than Yellow Devil, in terms of difficulty and design.

#157 Moonbread

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Posted 03 October 2014 - 04:41 PM

Yeah, but the Mecha Dragon goes down really quickly with Quick Boomerang.  Plus, if you stand on the top block, whenever you get hit, you'll just get knocked down to the middle block, and you can jump back up to the top block and resume the boomeranging.


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#158 Dark Ice Dragon

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Posted 03 October 2014 - 04:43 PM

The dragon. Platforming with auto-scrolling, then a stage setup that kills you if you're hit once, combined with sprite flicker that makes Megaman invisible at times and a retry point way earlier in the stage past a mandatory item usage spot that you need to grind for. Arguably much worse than Yellow Devil, in terms of difficulty and design.

In the orginal game of NES was possible use a trick for kill the Yellow Devil, use elecman weapon, once it hurt the enemy immeditly press the pause button, after you resume the game the Yellow Devil will immediatly suffer another hit....if you are quick you can hurt him 3-4 times whit a single shot, just keep using pause button



#159 HavoX

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Posted 03 October 2014 - 07:14 PM

The dragon. Platforming with auto-scrolling, then a stage setup that kills you if you're hit once, combined with sprite flicker that makes Megaman invisible at times and a retry point way earlier in the stage past a mandatory item usage spot that you need to grind for. Arguably much worse than Yellow Devil, in terms of difficulty and design.

 

Then you're not going to like Rockman no Constancy's version of the Mecha Dragon. Trust me on this.

 

And the Boobeam Trap?  Well, if you're using the Game Genie and you run out of Crash Bombers while using Code 2 (Infinite Energy), you might as well reset the game.


Edited by HavoX, 03 October 2014 - 08:59 PM.


#160 Dark Ice Dragon

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Posted 04 October 2014 - 03:56 AM

Then you're not going to like Rockman no Constancy's version of the Mecha Dragon. Trust me on this.

 

And the Boobeam Trap?  Well, if you're using the Game Genie and you run out of Crash Bombers while using Code 2 (Infinite Energy), you might as well reset the game.

there a way for spare 1 crashbomb but is risky, you must place a bomb exactly between the more high Beam shot and the blinded door under it, the explosion will destory both



#161 Russ

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Posted 05 October 2014 - 02:08 PM

I played Megaman V last night. My conclusion is that TS is oh-so-very wrong. It's easily my favorite of the first five games. Everything just felt right. The stages were all fun and had interesting gimmicks (Star Man and Gravity Man's especially), there were no instances of really poor enemy placement, and there weren't many moments of incredibly unfair stage design (there was one unavoidable instant death trap in one of the fortress stages that was really dumb, but otherwise it was good). The music was perhaps a bit lackluster, but most of it wasn't bad, and there some really good songs in there (both fortress themes were great). All in all, it was a fantastic game, one that felt well-polished and well-executed. Capcom learned from their past mistakes and applied that all here.
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#162 The Satellite

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Posted 05 October 2014 - 03:27 PM

I'm sticking to my guns. Megaman 5 is a bland game with shoddy design; few original ideas; boring stage design; questionable enemy placement in spots; very, very bland, generic, and forgettable soundtrack (minus three tracks); and overall it just wasn't fun or interesting to play at all. Some of the boss design isn't very good either, so all that combines to make itself one terrible experience. There are good gimmicks, Star Man's and Gravity Man's stages are seriously quite fun, and the rising bubble mechanic in Wave Man's stage? Neat stuff. But Wave Man also has that terrible wave bike segment, and the rest of the levels are either boring or have something in them to make me hate them (here's looking at you, falling crystals). Also, what's the point in redesigning the Rush Coil? The old one worked perfectly and never failed, meanwhile the new one is kind of stupid in design and occasionally fails. Sure there are a few cool redeeming factors, but Megaman 2 had those as well and it doesn't save it from being a terrible game.

 

So no, I will never stop hating Megaman 5.


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#163 HavoX

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Posted 07 October 2014 - 07:27 AM

No point in arguing over that; one is entitled to their own opinion, and I respect that.

 

(here's looking at you, falling crystals).

 

Oh God, I HATED those things as a child.


Edited by HavoX, 07 October 2014 - 07:28 AM.


#164 Air Luigi

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Posted 07 October 2014 - 12:01 PM

Here's looking at you, falling crystals

 

 

Star Shield is your friend... Strategy is all in a well designed Megaman. If you can beat a stage with only the megabuster without any problem, then you are probably facing a poor Megaman game (6 the main culprit). Not the case in that stage. Just use the Star Shield... and it's a breeze. That's why Megaman 9 is the best.

IMO, the only problem with 5 is the weak castles and the overall easiness. Obviously the ost isn't on par with the first games.



#165 Russ

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Posted 07 October 2014 - 12:51 PM

IMO, the only problem with 5 is the weak castles and the overall easiness. Obviously the ost isn't on par with the first games.

This I can see. It most certainly was easier than the other games, although I honestly liked that. It was a nice breather between the more difficult 4 and 6. Weak castles... I guess I can see. I didn't particularly mind them (save for an instant death trap here and there), but I guess they weren't anything special, really.

Anyways, I played Megaman 6 the other night, and it very easily takes second place as far as the NES Megaman games go. I feel like in a lot of ways, it's the opposite of 5. 5 was content to take what the previous games had done and do it better. 6 tried to do a lot of new things. The Rush adapters were cool (Jetpack especially, when was really fun without being broken), and a lot of the stages did some really neat stuff (cruel, but neat). Mr X Stage 1 gets bonus points for not only having a real cool theme to it (it's the first time I've actually really felt like I was playing a game that takes place in the future) and for being the first "scaling the outer wall" type fortress stage that was really enjoyable (2's and 4's both had some pretty big issues). Overall, I really liked it, even if it got me a bit frustrated at times.

So my overall ranking for the 6 NES games would be 5 > 6 > 3 > 1 > 4 > 2.


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