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Author Topic: Mega Man 9  (Read 37160 times)

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Metal Slime

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Re: Mega Man 9
« Reply #440 on: November 03, 2008, 08:27:57 AM »

I couldn't beat Galaxy Man's stage on Super Hero. Apparently they changed the teleporter layout at the end of the stage and moved it so far out that even at the height of the upwards platform they put there, I still can't make it.
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Roger

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Re: Mega Man 9
« Reply #441 on: November 04, 2008, 03:14:23 AM »

The trick is [spoiler]to let the little propeller enemy grab you.  His momentum will let you get to the teleporter, if you don't get slammed into a spike wall first.[/spoiler]
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Arc

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Re: Mega Man 9
« Reply #442 on: December 13, 2008, 07:43:54 PM »



Plus!



Straddling the topic, creator gallery for the Dash series (under Secret Gallery). ¡The origin of Kobun meeting!







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Alex

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Re: Mega Man 9
« Reply #443 on: December 13, 2008, 08:59:47 PM »

I find it kind of telling that when I look at the thread icon, I think of Thad before I think of Megaman 9.
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Doom

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Re: Mega Man 9
« Reply #444 on: January 04, 2009, 06:42:03 PM »

I do not care if this is months behind.

Magma Man down after Galaxy Man.

Fuck you Magma Man Fuck you.
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Spram

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Re: Mega Man 9
« Reply #445 on: January 04, 2009, 07:58:27 PM »

I predicted this game some time (8-9 years) ago.

The shame of having written that page has been surpassed by my Nostradamus complex.
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:)

Brentai

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Re: Mega Man 9
« Reply #446 on: January 04, 2009, 08:33:16 PM »

BONE CLUB BONE CLUB
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Doom

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Re: Mega Man 9
« Reply #447 on: January 08, 2009, 11:35:52 AM »

Hornet, Splash and Concrete down.

Fuck the first half of Hornet Man's stage forever.

Also Splash Woman's stage was balls out insane with all the spikes and bubbles and shit. I hate Capcom forever for those two spike tunnel "choices" that fake me out for having ever played earlier Mega Man games...

Also the last enemy in front of Splash Woman's gate dropped a Big Hit Points power-up. After such a terrifying stage...

SO TSUNDERE
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Doom

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Re: Mega Man 9
« Reply #448 on: January 08, 2009, 04:47:54 PM »

Tornado Man: Context Sensitive Bullshit Deaths with spikes

Plug Man: Old School Collision Deaths with bottomless pits

You can tell Mega Man 9 seamlessly blends retro and future tastes because it has things I profoundly hate from both!

It's still fantastic but I'm gonna need to be in the zone or touched by an angel or something to get these last few stages.
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Doom

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Re: Mega Man 9
« Reply #449 on: January 09, 2009, 10:47:46 AM »

jesus christ I got through the second half of Tornado Man's stage and defeat him with my last life

Also fuck you Jewel Man what the hell

Plug Man too what a prick whats with all the spikes

At least I murdered all those fuckwits and I can beat the game. Still don't know what good Concrete Shot is, though...

oh my god Dr Wily is the hero I always knew he was.

Quote from: Skull Castle
WILY STAGE 1 FEATURING: SPIKES AND SPEED BEAMS

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Brentai

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Re: Mega Man 9
« Reply #450 on: January 09, 2009, 10:55:20 AM »

What the hell were you expecting?
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Doom

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Re: Mega Man 9
« Reply #451 on: January 09, 2009, 11:24:47 AM »

I'm already at the third Wily boss, I just like to comically overreact.

Well, I beat Mega Man 3 and I don't think that had nearly as many spikes as this did. I know 2 was a serious fucker. Of course, these are memories of an eight year old, so...
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Ted Belmont

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Re: Mega Man 9
« Reply #452 on: January 09, 2009, 11:29:16 AM »

In my younger days I would do Quickman's stage first, since his weapon tore through pretty much every other robot master. I doubt I could attempt such a feat these days...
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Brentai

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Re: Mega Man 9
« Reply #453 on: January 09, 2009, 11:31:41 AM »

I've probably mentioned this before, but I've played that game dozens of times and it never occurred to me to just stop time on that stage.  I'm sure I've got the whole sequence committed to muscle memory by now and would  do the whole level perfectly if you blindfolded me and stuck a NES pad in my hands.
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Doom

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Re: Mega Man 9
« Reply #454 on: January 09, 2009, 11:31:50 AM »

Hey! You have to restart Skull Castle if for any reason at all you want to take a break.

Imagine I'm reposting that FFF image but it's thrice as big, flashing back and forth between inverted and standard colors and outlined in a neon red. That information was probably in this thread but not as important as my need to bring a pair of energy tanks on the return.

Le Sigh. See you Sunday, Mega Man 9!
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Metal Slime

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Re: Mega Man 9
« Reply #455 on: January 09, 2009, 12:12:44 PM »

Hey! You have to restart Skull Castle if for any reason at all you want to take a break.

Imagine I'm reposting that FFF image but it's thrice as big, flashing back and forth between inverted and standard colors and outlined in a neon red. That information was probably in this thread but not as important as my need to bring a pair of energy tanks on the return.

Le Sigh. See you Sunday, Mega Man 9!

Just like in um....every classic Mega Man ever?  :facepalm:
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Doom

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Re: Mega Man 9
« Reply #456 on: January 09, 2009, 01:19:54 PM »

Except this one has save functionality and achievement tracking and is generally made in the year 20XX and the others were made on the NES? Not every tradition needs to be adhered to? Duuuurrrrrr? Huuuurrrrrrrrrrrrrrrrrrrr?

Talk about a  :facepalm: intended for the palmer!
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Metal Slime

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Re: Mega Man 9
« Reply #457 on: January 09, 2009, 01:49:04 PM »

It was deliberately MADE to be like a game on the NES in almost every with VERY few exceptions. Having to do all of Skull Castle in one run by design is a well regarded tradition of Mega Men like myself.:humpf:
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TA

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Re: Mega Man 9
« Reply #458 on: January 09, 2009, 02:07:41 PM »

Besides, save functionality and achievement tracking aren't aspects of gameplay, they're aspects of management.  You can just save your game, instead of putting in a password.  You can have achievements automatically put on some internet somewhere, so you can point to that for dick-waving instead of showing people.  That's convenience, and irrelevant to the game itself.  Needing to go through the endgame in one continue is a gameplay factor.
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Doom

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Re: Mega Man 9
« Reply #459 on: January 09, 2009, 05:30:20 PM »

I'd argue that. There are dozens of things in the game that I can dig cause hey, just like old Mega Man.

Punishing me for using the damn shop or heaven forbid not being able to learn four(!) of the hardest stages in the game in my window of interest is the sort of thing that could've stayed in 1980, fellas. I don't need save states, but they can damn well flag me for "killed that giant fish fortress."

Maybe the developers agree with me but some dumbass nostalgia nerd was in charge: If you "continue", they start you at the beginning of the stage you are on with all of your weapons refilled. Get through the whole thing in one go my ass.

Obligatory "damn I'm old" lamenting here.

Just to head you off at the pass, this is still one of my favorite games in a long time. The soundtrack is essentially perfect.
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