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Re: Mega Man 9 - Retro Reboot

Posted: 14 Mar 2019, 21:53
by Kleetus
Upon realizing that in his new life as a hot tub he will bear witness to an old naked wrinkly Dr. Light on a regular basis, Magma Man returns to his life of crime.

Re: Mega Man 9 - Retro Reboot

Posted: 14 Mar 2019, 23:44
by Heavy Sigh
Awoo wrote:
Voltgloss wrote:
Leet wrote: Well you guys were right everyone, that ending was a very thorough demonstration of wily's evil and light's goodness that totally acknowledged the problems of a society with mandated murder dates of minorities. Hahahahaha stop making bad faith arguments on the internet
I was legit surprised that the ending seemed to completely ignore the expiration date plotline. Especially as I had a memory of "Dr. Light stood up for the expired robots" or something like that being part of the ending.

After some source-checking, seems I was remembering this line from the Mega Man Knowledge Base wiki: "In the end, Light was released from prison. He then found useful purposes for all of the Robot Masters he had designed, which had reached their expiration dates." Which... I guess is one way to interpret the scenes shown during the end? But if that was the intent, the game was super oblique about it. And I couldn't find any actual authoritative source to clarify the issue.
If there's one thing the Mega Men games have ever been notable for, it's their super coherent and sensible story lines that should win Pulitzer Prizes nyoro~n
The expiration date thing is pretty much just lifted from Blade Runner and then immediately forgotten about because its only purpose is to let Wily trick the robots. They didn't bother fleshing it out because this game was supposed to be 'retro' and those games didn't have much plot, so lets not bother with explaining anything either. Like, by even comparing the RMs to minorities you've already put a lot more thought into the world of classic megaman than the designers ever did.

Dr Light does oppose the expiration date thing in Megamix, which is basically capcom's unofficial plot bible for the megaman series. the MM9 portion of megamix came with the ost if you ordered it from capcom, and it has this to say on it: ""The World Robot Union decided that industrial robots should have expiration dates to control their exceeding numbers. Dr. Light was the only one who opposed it."

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Re: Mega Man 9 - Retro Reboot

Posted: 15 Mar 2019, 03:16
by Kleetus
Well I suppose it is "retro" to include story for your game in additional media, such as the manual and magazines.

I like to imagine this is Ruby-Spears Cutman, and the law has just exempted the World's most incompetent machine from being scrapped.

Re: Mega Man 9 - Retro Reboot

Posted: 15 Mar 2019, 03:42
by Kilgamayan
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the duality of (wo)man

I also remember the ending being more in-depth than that. Apologies to Leet and others for getting my mental wires crossed. I do think the story would have been more valid and made more sense if it was presented in-game the way I remember it going, but clearly Capcom couldn't be bothered.

Re: Mega Man 9 - Retro Reboot

Posted: 15 Mar 2019, 03:48
by Heavy Sigh
ROBOT MASTER FACTS! FAKE MAN

"I'm closer than you think..."

Fake Man (フェイクマン Feikuman) is the name given to a series of fake police robots built by Dr Wily to infiltrate police forces and secure his speedy release in the event of capture. Thus, he is built to the same specifications as the real police robots, including their signature Revolver Busters. However, the Fake Man series is far superior in both quality of materials and in combat AI.

In the game's main content, two Fake Man robots appear inside the Wily Castle. Dr. Wily claims that he was the police robot that arrested Dr. Light, but Proto Man proves correct in assuming that the "Dr. Light" Wily has captive is the robot copy Wily used to make the fake video released to the press. Thus, Fake Man did not arrest Light, and, in fact, Light was arrested by the real police, who released him once Mega Man delivered the Memory Circuit Board to them.

In the Special Stage, Mega Man must traverse a city landscape and face difficult enemies, one boss, and all of the mini-bosses found in the main content of Mega Man 9 as he makes his way to the lair of Dr. Light's "arresting officer." Fake Man is strong, but greedy, and can be easily tricked by fake valuables.

Fake Man is very agile and uses his Revolver Buster to rapidly fire projectiles at Mega Man. This weapon has the advantage of firing in multiple directions, but is offset by the need to manually reload every six shots, leaving Fake Man defenseless for a short period. Fake Man won't fire his weapon unless Mega Man provokes him, though he will attempt to run into Mega Man regardless of his intent. His pattern of shooting is: he jumps backwards and shoots a bullet in the air and then another on ground, then jumps to the other side and fire two bullets at the player's current location: one when he just jumped and another when he is about to land, and he will shoot the last two by jumping in place. If Mega Man uses the Jewel Satellite weapon, he can reflect Fake Man's shots back at him for small damage, or deliver a heavy amount of damage to him with the Jewel Satellite itself. However, the Jewel Satellite doesn't have enough weapon energy to defeat him, so it is recommended to reflect the most bullets at him when he is shooting, then fire the shield at him while he reloads, then jump over him to avoid being rammed by him, and activate the shield again to trigger his pattern again.

In the Short Circuits from Mega Man #20, Dr. Wily creates Police Man, a Robot Master identical to Fake Man except for the lack of a weapon in his arm. Police Man was intended to infiltrate the local law enforcement and bend them to Wily's will, but instead he goes after Wily because of his large repertoire of crimes, including theft, disturbing the peace, assault, forgetting to call his mother on her birthday and reckless driving.

Trivia
Like Doc Robot and the Dark Man robots, it is unknown what Fake Man's serial number is, or if he has one.

Re: Mega Man 9 - Retro Reboot

Posted: 15 Mar 2019, 03:54
by Grounder
Obviously Fake Man's real weakness is whatever Real Man's weapon is.

Re: Mega Man 9 - Retro Reboot

Posted: 15 Mar 2019, 04:06
by Super Maks 64
So, will you not even take a look at the Endless Mode?

Re: Mega Man 9 - Retro Reboot

Posted: 15 Mar 2019, 04:24
by Dragon Fogel
The best part is, you get to go through THREE one-life special stages next game. Though at least they don't include miniboss refights and a shark.

Re: Mega Man 9 - Retro Reboot

Posted: 15 Mar 2019, 04:43
by raocow
Super Maks 64 wrote: So, will you not even take a look at the Endless Mode?
I had completely forgotten about that

Re: Mega Man 9 - Retro Robot Reboot

Posted: 15 Mar 2019, 04:49
by Awoo
Super Maks 64 wrote: So, will you not even take a look at the Endless Mode?
Please tell me that's like the Endless Zote thing from Hollow Knight

Re: Mega Man 9 - Retro Reboot

Posted: 15 Mar 2019, 05:12
by Kleetus
A Robot Master the fires white pellets instead of a large gimmick projectile? WHAT HAS ROBOTICS DONE?
On top of that Fake Man can aim his buster at a 45 degree angle, something our boy Mega Man can only do with certain weapons.
Alas though, Dr. Wily, knowing that what he created was too powerful gave Fake Man a weakness, he has to reload every six shots.

Re: Mega Man 9 - Retro Reboot

Posted: 15 Mar 2019, 05:27
by Cyril
oh boy sure love spending 5 minutes to get one attempt at a boss :rao:

Re: Mega Man 9 - Retro Reboot

Posted: 15 Mar 2019, 15:30
by Kilgamayan
Fake Man's pattern is far more irritating to deal with than something that is literally the exact same thing every time should be.

Re: Mega Man 9 - Retro Reboot

Posted: 15 Mar 2019, 16:05
by Leet
Heavy Sigh wrote: Like, by even comparing the RMs to minorities you've already put a lot more thought into the world of classic megaman than the designers ever did.
That's the point...? That they didn't put any thought into the implications of using serious themes without care? Why do people keep repeating my points back to me.

Re: Mega Man 9 - Retro Reboot

Posted: 15 Mar 2019, 17:41
by Paragraph
"It's not meant to be deep" and "if you do think about it however, it's pretty fucked up" are not contradictory statements.

Re: Mega Man 9 - Retro Reboot

Posted: 15 Mar 2019, 18:02
by Mandew
Paragraph wrote: "It's not meant to be deep" and "if you do think about it however, it's pretty fucked up" are not contradictory statements.
No.
If it's not meant to be deep, it just means that the "hidden fucked up" nature of it is also unintended. However, that doesn't erase the fact that someone can find something fucked up when they think about it. Saying that one contradicts the other is a leap in logic.

That said, "if you do think about it however, it's pretty fucked up" is a statement which is insignificant here, since the statement is always true to some extent regardless of context. It invites people to give some thought under that perspective, but it does not constitute an argument.

Re: Mega Man 9 - Retro Reboot

Posted: 16 Mar 2019, 03:35
by Grounder
things that needed to happen:

things that didn't: this episode :ehh:

Re: Mega Man 9 - Retro Reboot

Posted: 16 Mar 2019, 03:52
by Alice
raocow, the number after 9 is X so next up is clearly Mega Man X.

Re: Mega Man 9 - Retro Reboot

Posted: 16 Mar 2019, 03:54
by ano0maly
I don't know I enjoyed that short and nice video of Megaman real lifecore

Re: Mega Man 9 - Robo Robo Robo

Posted: 16 Mar 2019, 04:09
by Awoo
raocow, the only solution is to play a little known game named "ROCMANX" and add it to the list nyoro~n

Re: Mega Man 9 - Retro Reboot

Posted: 16 Mar 2019, 04:11
by ano0maly



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Re: Mega Man 9 - Retro Roboto Domo Arigato

Posted: 16 Mar 2019, 04:19
by Awoo
ano0maly wrote:


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if nothing else I'd love to see raocow add it to his ATMM playlist as an April fool's joke. That or play like 5 minutes of a Zelda Classic MegaMan Fangame or MegaMan Soccer or something >.>


Re: Mega Man 9 - Retro Reboot

Posted: 16 Mar 2019, 18:51
by Super Maks 64
If anyone wanted to know what other stages raocow could have encountered:



For some reason there's quite a lot of water rooms (especially water rooms with spikes)

Re: Mega Man 9 - Retro Reboot

Posted: 16 Mar 2019, 21:43
by Paragraph
Water rooms with spikes are the height of game design; everybody knows that

Looking forward to relentlessly shitting on MM10, but hey, maybe raocow will actually use the super interesting and varied weapons now that he can quick-select them huh huh huh

Re: Mega Man 9 - Retro Reboot

Posted: 16 Mar 2019, 21:54
by Grounder
Paragraph wrote: Water rooms with spikes are the height of game design; everybody knows that

Looking forward to relentlessly shitting on MM10, but hey, maybe raocow will actually use the super interesting and varied weapons now that he can quick-select them huh huh huh
cant wait for him to not bother with tri-blade and nitro man's wheel thing aka the best weapons in the game

oh and the shield