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Author Topic: Mega Man 9  (Read 37202 times)

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Thad

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Re: Mega Man 9
« Reply #20 on: June 28, 2008, 01:41:09 PM »

Only thing i didn't like about 8 were the GODDAMN MOTHERFUCKING SHITDICKED GOATRAPING HOVERBOARD SECTIONS.

8 was pretty good.  Those evil fucking "jump, jump, slide, slide" levels notwithstanding.
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Re: Mega Man 9
« Reply #21 on: June 28, 2008, 01:43:54 PM »

JUMP JUMP
SLIDE SLIDE
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Air

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Re: Mega Man 9
« Reply #22 on: June 28, 2008, 01:49:33 PM »

HOVERBOARD SECTIONS
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Bal

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Re: Mega Man 9
« Reply #23 on: June 28, 2008, 02:00:39 PM »

Welcome to Dr. Wily's Extreme Jetboard Fortress Gate Adventure.
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Romosome

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Re: Mega Man 9
« Reply #24 on: June 28, 2008, 03:39:10 PM »

Anyone have a link to the scans that hasn't been destroyed by the internet?
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Niku

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Re: Mega Man 9
« Reply #25 on: June 28, 2008, 04:00:49 PM »

Here you go.

ALTERNATE JOKE:
Here you go.

REAL ANSWER:
uh, that link up there works just fine.
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Thad

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Re: Mega Man 9
« Reply #26 on: June 28, 2008, 06:13:14 PM »

Speaking of the original link, it's been edited with a link to a transcript of the NP article.  There's also a tease from Capcom that this is "only part of the story" -- begin speculation now.
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Romosome

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Re: Mega Man 9
« Reply #27 on: June 28, 2008, 08:31:08 PM »

Speaking of the original link, it's been edited with a link to a transcript of the NP article.  There's also a tease from Capcom that this is "only part of the story" -- begin speculation now.

Most of the game is in 8 bit and relatively simplistic/plot free, then right at the end when shit hits the fan it shifts entirely and drops a bunch of plot on you with a completely different graphic style, possibly with the 8-bit portion looking 8-bit actually being important in the story in some kind of meta head-fuck twist.

Yeah, Capcom won't do that, but it was the first thing I thought of.
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Brentai

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Re: Mega Man 9
« Reply #28 on: June 28, 2008, 10:28:01 PM »

Megaman has to fight Zero.





For no reason.
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Thad

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Re: Mega Man 9
« Reply #29 on: June 28, 2008, 10:40:05 PM »

What kills me is that that whole showdown could have so easily been written to have made sense.

X confronts Zero, tells him he knows his secret and has to bring him down.

Zero responds that X has become increasingly paranoid and can no longer tell friend from foe.

Bam.  That's it.  That is absolutely all it would have taken.

...Anyway.  Tangentially, some more hints at the coming disasters (Dr. Wily building Zero, Protoman dying from a virus) would be...well, actually probably unwelcome.  I'd prefer to see the original series stick to its own stuff in the new one.

But I definitely want Bass to be in it.

(Also: I would like to see a new, SNES-styled Mega Man X game IN THEORY.  In practice, the plot became such a clusterfuck after the series' intended ending in 5 that...well, again, I think it could still work if they just didn't try too hard with the plot.)
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Brentai

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Re: Mega Man 9
« Reply #30 on: June 28, 2008, 10:51:21 PM »

It would be best if they just rebooted the whole thing with the same game engine and a slightly different Megaman plot and oh what they did that well OKAY THEN.
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Thad

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Re: Mega Man 9
« Reply #31 on: June 28, 2008, 11:01:31 PM »

Wait, are we talking about Zero or Powered Up now?

...And should I be the one to start an "I want to see Legends 3" conversation?
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Rosencrantz

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Re: Mega Man 9
« Reply #32 on: June 28, 2008, 11:17:54 PM »

...And should I be the one to start an "I want to see Legends 3" conversation?

: You and me both, pal.


(For those who don't know, Inafune designed the engine used for Dead Rising and Lost Planet with the possibility of using it for Legends 3 in mind, which might explain the Megaman costume and other references in DR.)
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Thad

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Re: Mega Man 9
« Reply #33 on: June 28, 2008, 11:24:21 PM »

It's funny: "I want to see another Mega Man Legends" is actually the first thing my roommate said when I mentioned Mega Man 9 had been announced.

And he's mainly a PC gamer these days; he's certainly not the hardcore Mega Man fan we are.  (I'm not sure if he ever owned the Legends games, but he played through my copy of the first one when we were in high school, and probably at least partway through my copy of the second one when we were in college.)

So, anecdotally, at least, there's interest in a Legends sequel even among casual fans.

Of course, neither one of us actually owns a 360.
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Dooly

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Re: Mega Man 9
« Reply #34 on: June 28, 2008, 11:38:54 PM »

Megaman has to fight Zero.





For no reason.

Is this a real fact about Mega Man 9, or just something you made up?
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Royal☭

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Re: Mega Man 9
« Reply #35 on: June 29, 2008, 05:51:12 AM »

It's not a fact about Mega Man 9, but he didn't make it up.   :wat:

Detonator

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Re: Mega Man 9
« Reply #36 on: June 29, 2008, 05:02:26 PM »

I share the cautious feelings about this game.  I'm not against appealing to our nostalgia, but they better put some goddamn effort into it, lest we remember that Mega Man V and VI weren't entirely special.

Seconding new 16-bit Sonic games, however.
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Thad

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Re: Mega Man 9
« Reply #37 on: June 29, 2008, 05:34:29 PM »

...Am I the only one who remembers Mega Man 5 GB/thinks it was pretty great?

Not only was it far and away the best of the Game Boy Mega Man games, it also had a pretty good mix of the old and the original (Mega Hand, bosses without names ending in "Man").  And some of the best storytelling in the series.

The Game Boy series also introduced the later series staples of bolts (P-chips on Game Boy) and 4-at-a-time boss selection.

...Have been replaying Mega Man 8 and again, it's pretty good except for the hoverboard bits and the voice "acting".  But it also bears complaining about having a hard limit on the number of obtainable bolts and thereby forcing the player to choose between powerups (laser/arrow, the item that gives you more weapon energy, the one that makes energy pickups worth more, faster charge, ...) and interface conveniences that should fucking be built into the game in the first place and in fact are in the X series (Exit, Energy Balancer).

Mega Man and Bass had a limitless number of bolts but only let you equip one powerup at a time.  I'm not sure which is more annoying in the final analysis.
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Rosencrantz

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Re: Mega Man 9
« Reply #38 on: June 29, 2008, 06:02:39 PM »

...Am I the only one who remembers Mega Man 5 GB/thinks it was pretty great?

Nah, MM5 GB was great. I recently replayed it, actually.

On another note, I think it's pretty cool how the bonus NES stages in MM ZX Advent were kind of a tease for the MM9 announcement, since they were both made by the same group.
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Niku

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Re: Mega Man 9
« Reply #39 on: June 29, 2008, 09:41:27 PM »

Thanks for reminding me, while I loved MMV, I hated the way Mega Man games started restricting your level choices.  Having the ability to plot your own course through any stages of the game up until the final ones was part of the fun!
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