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Author Topic: Things in Megaman that you never noticed before until recent  (Read 207768 times)

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August 07, 2017, 07:41:12 PM
Reply #780

Offline Heihachi_73

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Re: Things in Megaman that you never noticed before until recent
« Reply #780 on: August 07, 2017, 07:41:12 PM »
The weakness order of the Megaman 1 bosses is perfectly interleaved on the pause screen: B, E, G, I, C, F. BGCEIF is one of the easiest ways to get through the stages too!

Of course, you don't get to see the pause menu with all weapons showing until you have beaten every Robot Master in the game, but still...

August 21, 2017, 05:20:11 AM
Reply #781

Offline Ivan1997

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Re: Things in Megaman that you never noticed before until recent
« Reply #781 on: August 21, 2017, 05:20:11 AM »
Most of the "major" robot characters are actually all musical terms, save for "Proto Man"'s overseas name.

Mega Man = Rock Man who was also "Rock" before being turned into a fighting robot.
Roll = combined with Rock you get the Rock and Roll genre.
Proto Man = Blues genre
Bass + Treble = The clefs. Japanese names: Forte means to play notes loud and powerfully (fitting of his personality), while Gospel is a music genre, mostly religious music.
Duo = Referencing a duet, when 2 people sing or play together.
Enker = Enka which is a traditional Japanese music style.
Punk = Punk music
Quint = Quintet is a group of 5 members
Ballade = Ballads are a poem or song narrating a story in short stanzas.
Beat = all music have a "beat" usually associated with the tempo.
Tango = a type of dance.
Reggae = a popular Jamaican genre of music.
Rush = All I got is the band and it is possible that was coincidence.
Eddie is the only main games one I can't think of what he would be if he even is.

Archie Comics brought us:
Tempo = the speed of the music.
Solo = When one person plays or sings by them self.
Trio = When three people play or sing together.

I guess even Fan could fit the premise of musical terms, and I don't think I would need to explain what he would be.

How about Clash Man (Crash Man's Japanese/MMIIGB name) = named after the band "The Clash"?

August 26, 2017, 03:03:35 AM
Reply #782

Offline Heihachi_73

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Re: Things in Megaman that you never noticed before until recent
« Reply #782 on: August 26, 2017, 03:03:35 AM »
The Robot Masters beyond the first game were created by people (kids) rather than Capcom themselves. "Crash" is fitting however, especially if you're firing like an idiot and making the Robot Master jump all over the place, there will most certainly be collisions if you do that. Crash Bombs also "crash" into a wall and lock on before detonating; the word "clash" just doesn't seem to fit anything (on a side note, "crush" also sounds similar in a Japanese accent).

Dr. Right's name also makes more sense than Light, when comparing the meaning of "Right" (not the → direction) against the word "Wily".

March 08, 2018, 02:10:12 PM
Reply #783

Offline Heihachi_73

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Re: Things in Megaman that you never noticed before until recent
« Reply #783 on: March 08, 2018, 02:10:12 PM »
Megaman 2: The HAWBQFMC stage order strikes again in the boss rematch stage in a top to bottom pattern:

Code: [Select]
H    F
A    M
W BQ C

On the Wily Wars, if you pause the game when Flash Man or Doc Flash is using the Time Stopper, you can jump and fire after resuming even though you're supposed to be frozen in place, although you still can't walk until it wears off.

Speaking of the Wily Wars, Robot Master weapons from all games work on all enemies and bosses, even though the game never intended you to have weapons from a different game outside the Wily Tower e.g. Metal Blades in MM1, Thunder Beam in MM2 or Leaf Shield in MM3. Of course, it requires a memory cheat to change your weapon on the fly, but it's still interesting that all weapons were programmed to have damage data and/or deflection properties on enemies, Robot Masters and Wily bosses (including the Doc Robots), including those which cannot be hit in-game due to not being in the Wily Tower stages where any weapon can be used.

Maybe Capcom's original idea was to also have every single enemy boss in the game after unlocking Wily Tower, but ran out of cartridge space and had to settle for only three bosses (the Genesis Unit) and a very small set of Wily stages (not to mention the Wily Capsule being part of the Wily Machine itself instead of being the final stage).

After all, it is strange that Wily Tower is missing the boss rush found in every other game in the series, as well as the fact there are only three Genesis Unit bosses despite there being four major Journey to the West characters. While you do fight Buster Rod G twice in separate battles, it's essentially two different bosses with completely different AI (and weapons, literally a rod and a buster respectively) rather than a rematch. Why they didn't make a fourth Genesis Unit boss to keep with the Journey to the West theme instead of fighting the Monkey King twice is anyone's guess.