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Author Topic: Rockman 7 Famicom  (Read 5905 times)

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Arc

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Rockman 7 Famicom
« on: June 30, 2008, 12:50:05 PM »

<--- Catpire


Much as I love the series, 7 and 8 did evolve things graphically.

Seven was... A step backward. Sure, it had the 16-bit polish, but the sprites were too large, and the designs too similar to Capcom's Disney forays than to the Mega Man property. Eight had those damned slanted floors, so you never knew exactly where you would land, but otherwise yeah, thumbs up and tugjob to that one.
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Guild

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Re: Mega Man 9
« Reply #1 on: June 30, 2008, 01:10:26 PM »

Rosen showed me a remake of 7 using I beeelieve 5 sprites.

Apparently it's actually a huge improvement but the enemies are all a tad tougher.

Also MM5 GB: GRAB SHOT BITCH
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Niku

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Rockman 7 Famicom
« Reply #2 on: June 30, 2008, 01:38:18 PM »

Seven was... A step backward. Sure, it had the 16-bit polish, but the sprites were too large, and the designs too similar to Capcom's Disney forays than to the Mega Man property. Eight had those damned slanted floors, so you never knew exactly where you would land, but otherwise yeah, thumbs up and tugjob to that one.

That's what I meant by them not playing as tightly.  I think they looked good, but at the expense of the gameplay.

Rosen showed me a remake of 7 using I beeelieve 5 sprites.

I want to play this.  A lot.  Someone find it for me.
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Rosencrantz

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Rockman 7 Famicom
« Reply #3 on: June 30, 2008, 02:10:00 PM »

I want to play this.  A lot.  Someone find it for me.

I got it from the ToastyForums, surprised you didn't see it there. Here's a quote from the guy who linked it:

Quote
go here, download the three 'ver0504' files at the bottom, then run the .exe file.  when the unzip prompt comes up, click the middle button with the (X) on it, and then click YES when you're prompted again.  that should do the trick!
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Niku

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Rockman 7 Famicom
« Reply #4 on: June 30, 2008, 08:11:05 PM »

I got it from the ToastyForums, surprised you didn't see it there.

To be fair, I read maybe 5% of Talking Time.  I enjoy the folks there, but don't keep up much.
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Thad

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Rockman 7 Famicom
« Reply #5 on: June 30, 2008, 11:17:38 PM »

Quote
go here, download the three 'ver0504' files at the bottom, then run the .exe file.  when the unzip prompt comes up, click the middle button with the (X) on it, and then click YES when you're prompted again.  that should do the trick!

Toasty thread.  Includes a rundown of what's done, what's not (Slash Man, most of Skull Castle) and some YouTube links.  (A guy named blzdout has a pretty exhaustive collection.)

Also, it's noted later in the thread that the top link is the current version, 0802a.  It's LZH.  So that may mean some of the "not done" things mentioned early in the thread ARE done now.  SpoonyGundam's probably the guy to ask as he's apparently played all the way through.

There's another link to a file called MapDesigner, which I assume does what it says it does.  So when's somebody going to do 8?

EDIT:
http://www.youtube.com/watch?v=0xI5Eo1G8QE

 :ohshi~: :tears: :scanners: :painful:
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Thad

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Rockman 7 Famicom
« Reply #6 on: July 01, 2008, 10:17:48 PM »

Finished my playthrough of 8; trying out that Famicom 7 now.  Initial thoughts:

  • Very cool
  • Burst Man is a dick
  • IntiCreates needs to hire this guy.


Now, my Moonspeak is rusty (and, er, my Windows install doesn't actually have Japanese fonts), but I'm going to assume from the English ini file that there's no gamepad support and the only buttons are A, B, and Start.  I've got my gamepad working through XPadder (HT to Spoony, with the caveat that "this thing" is not useful link text).  I WOULD add that throwing in some of 7 and 8's added buttons, like using the shoulder buttons to switch weapons without having to pull up the menu, or even being able to use one button for Mega Buster and another for special weapon, would be a great addition (assuming they're not in there; again, can't make much sense of this).  (EDIT: A and S are mapped to L and R by default; AFAIK there aren't any alternate jump/fire options.)

That aside, an English translation would be swell; wonder if there's anyone out there who'd be into trying that.  Not sure how easy text insertion is, but the translation itself would be pretty trivial; IIRC 7's was perfectly adequate.

Going to assume the absence of the intro and middle stage, as well as bolts, shop, and fucking Rush Search, are design decisions.  Don't have a problem with most of that (though the intro stage introducing Bass was keen, and I loved the BGM medley in the Robot Museum).

Anyway.  Guess those are my thoughts for now.  All in all, this thing's really impressive.  Also, I love the mini-flame war it's generated on the Toasty forum ("This proves you're wrong when you say Mega Man 7 sucks!" -- "No, this proves I'm RIGHT about everything that was wrong with it!"  I think the answer lies somewhere in the middle -- MM7 was a game with many glaring and easily-fixable flaws.  But I would also add that, as awesome as an NES version is in 2008, we would have all fucking HATED it in 1995.)
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LaserBeing

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Re: Rockman 7 Famicom
« Reply #7 on: July 02, 2008, 02:15:24 PM »

Burst Man is still one of my favourite Master designs for some reason. For a guy who attacks you with soap bubbles he fights pretty fucking dirty.
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Rosencrantz

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Re: Rockman 7 Famicom
« Reply #8 on: July 02, 2008, 03:17:54 PM »

I'm pretty damn sure they made the bubbles that Burst Man traps you in tougher than they were in the SNES version. I used to have NO problem breaking out of those, but in this Famicom version, I have to shoot like fucking crazy to just barely pop out before reaching the spikes.

Other than that, lots o' fun!
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Thad

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Re: Rockman 7 Famicom
« Reply #9 on: July 02, 2008, 09:44:37 PM »

Rosen showed me a remake of 7 using I beeelieve 5 sprites.

Apparently it's actually a huge improvement but the enemies are all a tad tougher.

It's hard to say without going back and replaying the original, but at a guess, I'd say they're tougher with the Rock Buster but easier with weapons...which is fucking as it should be.  I'm back to using weapons outside of boss fights, which I pretty much haven't done since 3.

Actually, the extent to which I use the Thunder Strike makes up for the seeming counterintuitivity of the Super Armor powerup; I hit that thing on my first try completely by accident.

I'm pretty damn sure they made the bubbles that Burst Man traps you in tougher than they were in the SNES version. I used to have NO problem breaking out of those, but in this Famicom version, I have to shoot like fucking crazy to just barely pop out before reaching the spikes.

Slide, don't shoot.

Other observations:

Passwords don't keep track of whether you've met Protoman or not.  So if you use a password, you're going to have to go meet him the first two times again if you want to fight him.  Can't remember if that was the case in the original or not.  (But fortunately you can get around this by hacking the ini file.)

I don't think passwords save whether you have Beat, either.  IIRC they didn't in the original, but again, it's been ages.  (Beat is basically crap anyway; he works like he did in 5 and 6 instead of saving you from pits.)
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Thad

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Re: Rockman 7 Famicom
« Reply #10 on: September 29, 2008, 04:38:14 PM »

...So again, my Moonspeak is rusty, but from what I understand they're doing 8 next?
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Air

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Re: Rockman 7 Famicom
« Reply #11 on: September 29, 2008, 04:55:44 PM »

That youtube video seems kinda cool, but where are the colors, and battle chips?
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Thad

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Re: Rockman 7 Famicom
« Reply #12 on: September 29, 2008, 05:05:59 PM »

::(:

Anyway.  Chiptunes for 8.  The ones I've checked out sound pretty good!  ('Cept the bass is too high.  Expect that'll be fixed in-game.)

AND they've actually gone to the trouble of remixing Cut Man and Wood Man's themes rather than reuse the NES versions, which is more than MM9 did.
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Kayma

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Re: Rockman 7 Famicom
« Reply #13 on: September 29, 2008, 05:11:32 PM »

Hadn't seen this before. I said wow.

Really, these guys should get a nobel peace prize. Or, you know, fan accolades.
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Thad

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Re: Rockman 7 Famicom
« Reply #14 on: November 29, 2008, 12:16:27 AM »

I've been checking in now and again to see the progress on RM8FC; looks like it's coming along.  Judging by the screenshots, unlike 7 this one WILL have the store.  (Makes sense -- the store in 7 was actually somewhat redundant as everything you could buy there could also be found; that's of course not the case in 8.)  Curious to see what they do about the extra 2 stages; MM7FC removed them entirely, but since the soundtrack includes Cut Man's theme and the title screen has a shot of Duo in his blue-ball mode, we can safely assume that level's in there somewhere.  (Most obvious choice would be to put it in after you finish 4 levels, even though in this version you have access to all 8 stages from the outset.  Alternately, it could be stuck in-between the 8 bosses and Wily's Castle; there's no real reason it has to be stuck in the middle of the game.)

Also, several of the screenshot files have the word "radder" in their names.  :whoops:
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McDohl

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Re: Rockman 7 Famicom
« Reply #15 on: November 29, 2008, 02:25:28 AM »

If I can't have the awesomely awful voice acting of Megaman 8, I don't want it all!
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Alex

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Re: Rockman 7 Famicom
« Reply #16 on: November 29, 2008, 04:03:25 AM »

Man, Japanese people are fucking crazy, but the chiptunes versions of all these songs are great.
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Thad

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Re: Rockman 7 Famicom
« Reply #17 on: November 29, 2008, 11:31:06 AM »

Yeah.  They could have totally half-assed it on tunes that already existed (Cut Man and Wood Man, plus all the usual boss intro, victory, etc. music that MM9 halfassed by just taking them from MM2) but they remixed those into MM8-y versions too.
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Thad

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Re: Rockman 7 Famicom
« Reply #18 on: May 03, 2009, 04:12:37 PM »

...So again, my Moonspeak is rusty, but from what I understand they're doing 8 next?

There's a video of what appears to be the opening cutscene up there now.  Hard to tell, but if I had to guess I'd say the first level's been cut.

I don't think there's anything playable there yet, but I can't tell; every time I click on something that might be a download page I get porn banners and then bounced back to the page I came from.
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Thad

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Re: Rockman 7 Famicom
« Reply #19 on: October 10, 2010, 05:46:14 PM »

So according to MMKB, Rockman 8 Famicom has a fully playable beta out now -- it's missing the opening stage and the middle stage, but other than that the whole game's there.

The link on the Wikia page is broken, and I'm having trouble penetrating the Moonspeak on the official site, but apparently it's there somewhere.
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