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| Mega Man 9 & 10 |
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| mariocaseman:
--- Quote from: shenske on July 16, 2012, 08:07:37 PM --- --- Quote from: wiggy on July 16, 2012, 07:46:37 PM ---Are those made from plastic bead stuff? Cool stuff! --- End quote --- They are! satoshi_matrix is awesome with those little beads. I laughed at mariocaseman's megaman 1-8 question, satoshi_matrix (and forte) are the biggest megaman fans on the site. --- End quote --- I am one of the biggest fans too of Mega Man... Which is why I was questioning his response. |
| shenske:
--- Quote from: wiggy on July 16, 2012, 08:36:20 PM ---He sure is! I've always wanted to give those a go, but I don't know what I'd do with them when I'm done LOL! Maybe frame 'em? --- End quote --- I would say fill in the surrounding area with a solid color, mount cork to the bottom and make it a coaster. Plus any moisture would just filter to the bottom of the coaster since they are little beads :D |
| wiggy:
Dude, that's a pretty freakin' sweet idea! I may just do that, thanks! :D |
| BadChad:
Id slap them all over the walls in my game room! |
| satoshi_matrix:
Yup, on the walls they go. I put the robot masters on the rafters in my mancave. As for thoughts on each of the classic series games, here's mine, and Forte is free to chime in with his. These are just my thoughts. 1: MM1 is one of the most remarkable games on the NES. It forged such a difference from other NES games, even other Capcom games in controls, replayability and sheer variety. Sure it's hard, but that's par for the course for Capcom NES games. A great many games owe MM1 a debt of gratitude for all the things it pulled off in 1987. 2. MM2 is one of the best sequels to any game I can think of. It took everything that worked about the first title and then added more elements and improved everything. One of my favorite games to this day. Easily one of the best Megaman titles ever made. When people ask why I love Megaman so much, I tell them to go play this game. 3. MM3 has some of the best chiptunes ever composed and some of the best weapons in the classic series such as the Search Snakes and Magnet Missiles. The slide was a welcome addition that made Megaman more agile and meant that every time you got it it was your own fault for not being careful enough. I also feel the same way about the dash and the wall jumping abilities in the X and Zero series. MM3 also has the Top Spin, one of the lamest and most broken weapons in the series. As much as I do enjoy 3, you can't help but notice how rushed and unfinished it is. No major cutscenes, no real explanation of Breakman or even Protoman for that matter, and how the game's debug tricks are left in place in the final build is just kind of embarrassing. I like the game, but I think Megaman 3 is a little overrated. 4. MM4 to me is the exact opposite of 3. I think it's actually underrated. The Charge Shot is what Megaman is best known for and looking back its hard to believe that there were three games before it where Megaman couldn't do use his signature ability. 4 features one of my favorite MM soundtracks of all with highlights being Pharaohman, Skullman and Cassock's Citadel. While not every element was explored as much as it could be (you can count the number of times when the hidden grapple ability is useful on one hand) I think 4 has a lot of charm and I wish Megaman fans would give it it's fare shake rather than dismissing it as the black sheep of the classic series. 5. MM5 comes very close to being my favorite classic series game. All the ideas from 4 are back and refined and the visuals are some of the best on the NES. I also think that Megaman 5 has the coolest set of robot masters. Napalmman looked SO cool to me when I was six. Although the game can be incredibly easy if you just charge shot your way through it, I think Megaman 5 has the perfect difficulty if you avoid using the Mega Buster and instead use the various robot master weapons exclusively. 6. MM6 seems like a very by-the-numbers game and doesn't really try too many new concepts other than the Power and Jet suits which were optional. If 6's stages were designed in a way that required the suits and put more focus on situations where you would have to switch between Megaman's three forms often I think I would enjoy 6 more. But even as it is, I enjoy the soundtrack a whole lot and play the Rockman Complete Works Arrangements quite often. 7. MM7 is quite honestly a bit disappointing - it feels like an early SNES game rather than a game that came out towards the end of the SNES's life. It might not be completely fair, but I think it's impossible not to compare it to Megaman X1 which seemed to do so much with the SNES hardware. Although yeah, Megaman 7 had parallax scrolling and some neat effects, the whole game could have been easily on the NES, and I wish it was. I always felt like Megaman belonged in 8-bit. I had a great deal of tracking down a copy of this game for the sake completion, but it's quite honestly my least favorite Megaman classic title. I'd rather play any of the other ones than this, and that includes Megaman 8, which I'll get into below. Also, FUCK the Wily Machine 7. UGH WORST BOSS. 8. I can't put my finger on it, but MM8 doesn't feel like a main series Megaman game. No matter how many times I go back to it I feel like I'm playing Megaman Gaiden or Super Happy Cartoon Land Starring Megaman or something like that. The art style change never really bothered me, but 8 feels slower and far more forgiving as it if was trying to be something that Megaman wasn't. For the most part I don't care much for the soundtrack as again, it doesn't fit the style of the older titles and many of the tracks could be put to any given platformer and you'd never guess that those were Megaman tracks. The cutscenes are endlessly amusing for how bad the voice acting is for the most part. The only voice actor with any degree to talent was Ruth Shiraishi, who was given the role of Megaman himself. Nothing against Ruth Shiraishi, but why in the hell did Capcom decide to hire a woman with a naturally high pitched voice to play both Megaman in MM8 and X in MMX4? Baffling! Amusingly though, Ruth Shiraishi is apparently now a Tokyo based real estate agent. If you look her up on youtube, you'll find many tour videos of Tokyo office spaces....narrated by Megaman. 8.5. Okay, Rockman & Forte isn't officially Megaman 8.5, but for all intends and purposes it is. I actually would have rather liked THIS game be called Megaman 8 and the one we got as Megaman 8 be called Megaman 15th Anniversary Special Edition or something like that. To me, this game got all the elements Megaman 8 missed - the speed of the gameplay, the difficulty of the levels and bosses, and the distinctive charm of Megaman music. It's a shame it never came out for the Super NES in North America as I think it would have been one of my most played SNES games during its hayday. The ability to play the game in two incredibly different ways always appealed to me, and I thought Bass was badass and one of the best elements of Megaman 7. Since I played this game, I had always hoped to see more of Bass and be able to play as him in other Megaman games. I think of Bass/Forte very much like Knuckles from Sonic - an alternative that has many of the same abilities but also has many tricks of his own....but damn you Megaman 8 for most people pronouncing the name like the fish rather than "base". 9. Oh man was I excited about this game when it was first announced. Not only a new classic series game but a new classic series game for the NES......sort of. Again, I always felt that Megaman belongs in 8-bit and his MM7 and 8 years just kinda cemented the feeling. I guess because I had waited for such a long time, the high difficulty of Megaman 9 never really bothered me. What DID bother me was using the Wiimote on its side as if it were an NES controller. The problem is that it's NOT an NES controller, and forcing me to use it as if it were just led me to wish I could just simply use an actual NES controller to play MM9. That's when I discovered the Mayflash NES and SNES to Wii adapter that lets you use those controllers for Wii games including Megaman 9. It was this game that when I realized the Mayflash adapter had the DB9 NES socket instead of the standard NES 7 pin one, I modded it and wrote a tutorial, which made me some notoriety on gaming tech forms across the globe. Anyway, back to Megaman 9, once I could use an NES controller with it I began to fall in love with it. To me, 9 feels like a carefully crafted sculpture that requires refinement and sophistication to appreciate. Therefore I wasn't at all surprised by all the negative reaction surrounding the game's difficult and how it turned many people off from the get-go. Like a lot of NES games, you only get good at 9 with a lot of practice and I don't think thats true of many modern games. Tornadoman and Plugman's stages remind me of the best elements of 2 and 5, such as Quickman's death lasers and Crystalman's falling crystal shards. Maybe I'm a fan of punishment but I feel games SHOULD be challenging so when you beat them you feel like you accomplished something rather than wasted your time playing a videogame when you could be doing something else. 10. Megaman 10 is the Megaman game I most often replay. The game is really quite remarkable for having so much to offer if you spend the few bucks extra it costs to unlock everything. Playing as 8-bit Bass was like a dream come true, although the sprite is ugly as sin. I liked the story this time around and found it actually legitimately surprising Wily was behind everything (rare for a Megaman game!). That final wily stage had me grinning like mad. It's like Capcom knew exactly what I wanted to see and they put on the show of a lifetime. The time attack extra stages from the GameBoy Killer Robots were just the icing on the cake. Although it'll never happen, playing both 9 and 10 on the Wii makes me wish there could be actual NES cartridge ports of both games. Someone needs to get on that. Seriously. |
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