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Re: Mega Man 9 - Retro Reboot

Posted: 17 Mar 2019, 00:13
by Bean
Endless Stage is interesting. Every 30 rooms, you fight a boss. I never really got too into playing that mode since we didn't get any DLC for MM9 when it originally came out, and I just wanted to only go through the main games again on the second Legacy Collection.

10's so much fun minus a couple of stages. Can't wait to see it.

Re: Mega Man 10 - The Long Goodbye ft. raocow

Posted: 17 Mar 2019, 00:34
by Awoo
I, for one, am looking forward to raocow playing Megaman X, or as it's known on the internet Megaman 10 nyoro~n

Re: Mega Man 10 - The Long Goodbye

Posted: 17 Mar 2019, 00:52
by Crow
y'all are getting really excited for megaman 2

Re: Mega Man 10 - The Long Hello

Posted: 17 Mar 2019, 00:54
by Awoo
Parama wrote: 5 years ago y'all are getting really excited for megaman 2
It was known as Megaman IV in Japan

Re: Mega Man 10 - The Long Goodbye

Posted: 17 Mar 2019, 03:00
by Bean
Parama wrote: 5 years agoy'all are getting really excited for megaman 2
Hey, this one's more 3 & 4 in level design... just without the slide.

Re: Mega Man 10 - The Long Goodbye

Posted: 17 Mar 2019, 03:43
by Heavy Sigh
Maverick just meant robots dangerous to others, then it meant specifically dangerous to humans, then it meant political dissident, then it went back to the first definition.

ROBOT MASTER FACTS! SOLAR MAN!

"It's going to be a bright and sunshiney day!"

Solar Man (ソーラーマン Sōrā Man) is a Robot Master built to research solar energy generation. He attacks by shooting energy straight out of the top of his head. He is also able to block and absorb attacks with his artificial sunlight to increase the power of his attacks.

Solar Man worked in a sunlight research lab before he went berserk from Roboenza, taking over an artificial sun that floats high above a city. In his spare time, disgusted by his colleagues that shut themselves away from the sun in laboratories, he developed a "Solar Workout" plan which had little success, as Solar Man was far too intense advertising it.

Solar Man jumps around the room firing Solar Blaze from his head. He occasionally tilts his head towards you, aiming to absorb your shots in order to power the Solar Blaze.

On Easy Mode, his Solar Blaze starts at its weakest form and he only throws one fireball at a time.

On Hard Mode, his Solar Blaze is always at its most powerful form, and he also has a new attack in which he shoots three Solar Blazes into the air that fall at your position at the time.

The best weapon to use is Water Shield, as it not only cancels out his attacks, but if used properly can hit him multiple times. It will also reduce the size of his Solar Blaze. He becomes extremely easy this way.

Solar Man appeared as part of the Robot Master army under Dr. Wily and Dr. Eggman in the Worlds Collide crossover between Archie Comics' Mega Man, Sonic the Hedgehog, and Sonic Universe lines. He notably joined a number of other fire-based Robot Masters (Heat Man, Pharaoh Man, Magma Man, Burner Man, and Flame Man) in attacking Blaze the Cat. Despite their power, however, the pyrokinetic Cat proved mightier, turning their powers into a fiery tornado that swept away her attackers.

Trivia
Solar Man has no visible head in his sprite, along with red hands instead of white, and his feet are also red instead of white.
Due to color limitations, his eyes in his mugshot are orange instead of green like in the artwork.

Re: Mega Man 10 - The Long Goodbye

Posted: 17 Mar 2019, 03:55
by Grounder

Re: Mega Man 10 - The Long Goodbye

Posted: 17 Mar 2019, 04:48
by Ashan
Oh man, so the day this game came out I faked sick from school so I could stay home and play it. I was sitting there on the Wii Shop channel on update day all morning to check if the new games were posted yet. And then once it was I sat in my basement all day playing it.

I didn't even realize until this thread that people tend to not like this game. I personally think it's pretty good! I'll admit special weapons suck, but I rarely use those for anything other than boss weaknesses anyway, so that doesn't matter to me really. I feel like they focused a lot on the boss patterns in this game, cause they're generally difficult to Fire Man to death. They're all a bit tricky honestly. And hard mode gives them even more moves if I recall. Between that and some of the quality of life improvements like L/R weapon switching, faster shop menu, etc. it seems like they didn't just cobble together another Mega Man to cash in, I think there was some love that went into its development!

I actually did all of the achievements in this game at one point back then too. This game made the Mr Perfect achievement much more doable since there was an easy mode that not only made not getting hit easier, but you could save between Wily stages. I supposed in Legacy Collection since they basically have savestates this isn't an issue, but on the original consoles that was an important distinction. I remember some of the most difficult stuff being defeating bosses on hard mode with only the buster.

I haven't played this game in a while, so I'm looking forward to this

Re: Mega Man 10 - The Long Goodbye

Posted: 17 Mar 2019, 05:09
by FourteenthOrder
I finished this game for the first time just two weeks ago and I had a lot of fun.

I think 9 is stronger in general, but 10 is still excellent, and its quality of life improvements over 9 are very welcome. Even though 10's set of weapons isn't as 100% great as 9's, the ease of switching made me rely on them a whole lot more than I expected to regardless.

10 has fewer just plain unfair moments than 9, too, though I think 9's high points are higher.

Re: Mega Man 10 - The Long Goodbye ft. raocow

Posted: 17 Mar 2019, 05:09
by Alice
Awoo wrote: 5 years agoI, for one, am looking forward to raocow playing Megaman X, or as it's known on the internet Megaman 10 nyoro~n
I wonder what Capcom would've done if the handheld version of the classic games kept going until 10.

Re: Mega Man 10 - The Long Goodbye

Posted: 17 Mar 2019, 05:24
by Mea
Wow, we're already on the last Megaman game! Or so I thought, before I checked the what's of coming up, with 11, which I forgot about, around the corner. 8 years though, that's a long time, though probably what a fatigued franchise needed. Excited to see how the last of the classics ended off.

Re: Mega Man 10 - The Long Goodbye

Posted: 17 Mar 2019, 05:25
by Arctangent
it turns out that in a sun vs sun matchup, sun wins unless sun doesn't hit sun

Re: Mega Man 10 - The Long Goodbye

Posted: 17 Mar 2019, 07:05
by Isrieri
MM10 might actually be my favorite of the classic series. Great stages, bosses, music (the boss theme is amazing), and the Wily Stages are the most entertaining and fleshed out yet. I always got the feeling they meant for this to be the classic series' wrap-up so they wanted to really go out with a bang.

Yeah the weapons aren't as good here but they're still alright. The thing is 10's selection is all good for specific utility scenarios across the stages, wheras 9 was the same plus four really good weapons that were fun to use everywhere. But really we're talking chump stuff anyway - just wait till we get to 11's set, oh baby.

Re: Mega Man 10 - The Long Goodbye

Posted: 17 Mar 2019, 07:17
by Crow
Bean wrote: 5 years ago
Parama wrote: 5 years agoy'all are getting really excited for megaman 2
Hey, this one's more 3 & 4 in level design... just without the slide.
when you don't know binary

Re: Mega Man 10 - The Long Goodbye

Posted: 17 Mar 2019, 08:07
by Bean
Well, Binary ain't Bean-ary, so 01101111 01101111 01110000 01110011.

Anyway, Solar Man is one of the harder ones to me to no-hit fight with all those crazy jumps he can do. You only kept getting caught out of position on the one, but trying to go around the room and avoid him and his Solar Blaze tosses is tougher than you'd think. An accidental hit to that artificial sun above him, and it powers his weapon up. Mega's version isn't anywhere as cool, but it's still pretty decent.

Re: Mega Man 10 - The Long Goodbye

Posted: 17 Mar 2019, 09:07
by Paragraph
Ashan wrote: I feel like they focused a lot on the boss patterns in this game, cause they're generally difficult to Fire Man to death. They're all a bit tricky honestly.
That is one of my gripes with the game. I like trying to figure out boss patterns and then just clown on them because I know exactly how to work around them, but in this game, it almost feels impossible for some of the bosses because they are so fast, relentless and cover so much of the screen with their projectiles. It really, really feels like they were designed with you having a slide in mind to get out of the way quickly - we're going to see that quite often.

It's actually quite similar to how Mega Man 3's bosses are designed, especially difficulty outliers like Needle Man and Shadow Man. Coincidentally, MM3 introduced the slide.

Also, many of the stage enemies would be way less of a hassle to deal with if you had a charge shot. The flowers, for example, take four hits to kill once they're opened, and if they're not right in front of you, you will have a hard time getting those four shots in during one cycle. Then you have to wait, and waiting is annoying. With a charge + single shot combo, this would not be an issue, but they still have enough HP that you can't just charge them away.

Also, the charge shot pierces, which would be amazing against the changkeys "guarding" that one flower, and against the mitosis dudes.

This is how MM4 designed a lot of its enemies. 4 HP, and in groups or with destroyable projectiles. Because MM4 introduced the charge shot.

Oh, and what would be great against a boss that doesn't want you to lemon-spam him because you might power up his weapon on accident? That's right, a charge shot!


MM10 was designed for Proto Man, not Mega.


I also strongly dislike the stage design. It seems like there is no in-level difficulty curve at all - if you just consider the plant enemies, which are one of the signature enemies and main obstacles, they go from being on your level to being above to being paired with mitosis dudes to being below but solo to being behind changkeys and then back to on your level again. It's different each time, so I'm not saying it's not varied, but the hardest setups are in the middle of the level.

And finally, I loathe minibosses that just make me stop and deal with them for a good long while, and guess what Inti really loves and put a metric fuckton of into this game?

Re: Mega Man 10 - The Long Goodbye

Posted: 17 Mar 2019, 17:08
by Ashan
Paragraph wrote: 5 years agoMM10 was designed for Proto Man, not Mega.
This actually reminds me of something funny I wanted to point out.

In Mega Man and Bass, when you selected your character it would show what the character has to offer that makes him different from the other character.
You select Bass and it shows he can dash, double jump, and shoot in any direction.
Image
You select Mega Man and it shows that he can slide, charge his shots, and... stand with a thumbs up. Okay, so Mega Man was also lacking compared to the other character in that game too.
Image

They wanted to copy this on the character select screen in MM10, and here we have Proto Man who can fire charge shots, deflect bullets with his shield and slide.
Image
And Mega Man can... Shoot regular bullets... Jump... and move... Which, aside from being uninteresting, are all things Proto Man can also do.
Image
Secretly, Mega Man's advantage is that he takes half damage compared to Proto Man. But I guess there wasn't a way of showing that.

edit: oh, I'm remembering Proto Man could only have 2 bullets on screen at a time, which I suppose is what Mega Man's "advantage" would be there.

Re: Mega Man 10 - The Long Goodbye

Posted: 17 Mar 2019, 17:18
by CrappyBlueLuigi
Ashan wrote: 5 years ago
Paragraph wrote: 5 years agoMM10 was designed for Proto Man, not Mega.
This actually reminds me of something funny I wanted to point out.

*lots of valid comparison between mm10 and mm&b*
yeah, that sentence gave me major flashbacks to basically every discussion i'd ever read of mega man & bass in the 2000s. "mm&b was not designed for mega man, it was designed for bass" was practically the tagline for forum threads about mega man & bass. i guess it's fitting, then, that this game brought bass back as a playable character, and also that i like playing as him in this game more than i do both mega man and proto man

Re: Mega Man 10 - The Long Goodbye

Posted: 17 Mar 2019, 17:24
by Paragraph
Ashan wrote: 5 years ago edit: oh, I'm remembering Proto Man could only have 2 bullets on screen at a time, which I suppose is what Mega Man's "advantage" would be there.
One charge shot and a lemon is all you need!!!!
CrappyBlueLuigi wrote:
Ashan wrote: 5 years ago
Paragraph wrote: 5 years agoMM10 was designed for Proto Man, not Mega.
This actually reminds me of something funny I wanted to point out.

*lots of valid comparison between mm10 and mm&b*
yeah, that sentence gave me major flashbacks to basically every discussion i'd ever read of mega man & bass in the 2000s. "mm&b was not designed for mega man, it was designed for bass" was practically the tagline for forum threads about mega man & bass. i guess it's fitting, then, that this game brought bass back as a playable character, and also that i like playing as him in this game more than i do both mega man and proto man
I think MM&B is equally horrid for Mega and Bass :sandwich:

Re: Mega Man 10 - The Long Goodbye

Posted: 17 Mar 2019, 21:34
by Kilgamayan
Best thing to come out of this game:

Image

Re: Mega Man 10 - The Long Goodbye

Posted: 17 Mar 2019, 21:44
by Grounder
Kilgamayan wrote: 5 years ago Best thing to come out of this game:

Image
shame his weapon is useless

Re: Mega Man 10 - The Long Goodbye

Posted: 17 Mar 2019, 21:54
by Kilgamayan
Yeah but whole cares about in-game weapons when we have a new, amusing way to tell angry internet nerds to calm down

Re: Mega Man 10 - The Short Hello

Posted: 17 Mar 2019, 22:01
by Awoo
Kilgamayan wrote: 5 years ago Best thing to come out of this game:

Image
Image

Re: Mega Man 10 - The Long Goodbye

Posted: 17 Mar 2019, 22:03
by Shard1697
This game is more fun as proto man, double damage included. You have to play better but you have more options.

Re: Mega Man 10 - The Long Goodbye

Posted: 18 Mar 2019, 03:43
by Heavy Sigh
I appreciate that in the megaman world someone looked at a windows mouse cursor and thought 'there's a market for a robot cursor'.

ROBOT MASTER FACTS! SHEEP MAN!

"I'm bored....Let's do something else!"

Sheep Man (シープマン Shīpuman) is a Robot Master modeled after a sheep. He can turn into four clouds of wool that hover in the air, and uses electric attacks.

Originally made to be a sheep herding robot, he quickly became extremely bored of the work as his designer was a very poor programmer. Upon discovering the ease his wooly body had generating static electricity, he left that job to work in the static resistance test division of a circuit board manufacturer. Still easily bored, however, he was in the middle of researching new jobs to apply for when he became infected with Roboenza.

Sheep Man only has two attacks normally. His first attack is the Thunder Wool, in which he will jump high into the air and split into four clouds of wool, which will each move to a different location. Then each wool will fire a thunderbolt to the ground that shocks a small area, and the last cloud will launch an electric spark along the floor, and then turn back into Sheep Man. This indicates that the last cloud to move/attack is him; if Mega Man shoots it, Sheep Man will take damage and fall, canceling the rest of the attack. His other attack is a fairly fast orb of electricity that bobs up and down.

On Easy Mode, none of Sheep Man's Thunder Wools create shockwaves or sparks. On Hard Mode, the Thunder Wool clouds have far less delay in between dropping thunderbolts. The first cloud will also launch sparks along the floor along with the last cloud. Hard Mode also adds a new attack, in which he will hop in the direction he's facing. When he lands from a hop, he will release electric sparks across the floor.

His weakness is the Rebound Striker. It is not only a good weapon for reaching him while he's airborne, but it can also destroy his Thunder Wool clouds in one hit and cancel the attack completely if the player hits the cloud that Sheep Man hides in.

Players using Bass can finish the battle quicker, as Bass can shoot down Sheep Man while he is separating into clouds.

Trivia

Sheep Man was the first boss from Mega Man 10 revealed to the public. Since his introduction, he has received a widely negative reception, often appearing in top worst Robot Master listings.
Sheep Manls concept is a reference to Philip K. Dick's science fiction novel, Do Androids Dream of Electric Sheep? It should also be noted that Sheep Man's stage music is titled "Cybersheep's Dream".
Sheep Man is the only Robot Master in Mega Man 10 who has blue eyes in his official artwork.