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Topics - Magnet Dood

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16
Mega Man Discussion / Mega Reviews: Mega Man II Pt. 2
« on: December 05, 2012, 11:09:41 PM »
After getting all five of the Game Boy Mega Man games, I decided that I would examine them and share my views on the games. I will be reviewing all Mega Man games that I've played along with perhaps a miscellaneous game or two that isn't Mega Man if I feel like it. Currently, I'll be reviewing Mega Man Dr. Wily's Revenge and going through the series until I reach MMV. Feel free to read and post any comments/questions you have. Here's the first game, which I completed just last night.

MEGA MAN: DR. WILY'S REVENGE
Released: July 26, 1991 in Japan, December 1991 in North America
Platform: Game Boy
Genre: Platformer

When I was sick for a week about a year or so ago, I had recieved a 3DS points card for the fairly recent 3DS shop. As I perused the shop for any original titles, nothing seemed to catch my eye as I was highly unfamiliar with most of them. Turning my attention to the Virtual Console page (which had probably 8 or so games on it at first), I found Dr. Wily's Revenge. At this point, I was highly unfamiliar with the Rockman World Series, or as they're designated in America, the Mega Man Roman Numeral games. The price was appealing at three dollars, and it seemed like a fairly fun little time waster. Thus I pressed the purchase button and plunged right into my first portable Mega Man adventure.

Flash forward to about a week ago. I was looking around eBay for anything that might seem worthwhile to purchase. I thought about the Mega Man games for Game Boy, said "why not", and took a look around for them. Lo and behold, there was a lot of all five games and the boxes and inserts for the first two at $150. After waiting a few days, I placed my bid at the base (for some reason, nobody bidded on it before) and managed to get it at that price. Tomorrow will be my first week of getting them.

In with the juggernauts that are 3, 4, and 5 was Dr. Wily's Revenge. After checking them all out, I decided that I would beat them all again in order during my Christmas break. This having not started yet, I figured I might as well shake off the rust and beat the first again as a warm-up. To my suprise, the game went down in about 4 hours. I had beaten all four Robot Masters within an hour and I probably only used 3 continues throughout the entire game. Thus, I decided to review this game which pulled me through being sick and how the difficulty had dropped so tremendously.

Overview

Being the first game of the Game Boy series of Mega Man, Dr. Wily's Revenge put into practice some of the widely used traditions in the series. The most notable, of course, are the bosses- the game uses four from the first Mega Man game (Elec Man, Cut Man, Ice Man, and Fire Man) and four from the second (Flash Man, Bubble Man, Quick Man, and Heat Man). Obviously this calls for a bit of reworking on the weakness chain- 2's Robot Masters are all weak against a certain weapon of the first four (Flash Man, for example, can go down fairly easily to the Ice Slasher) and Cut Man is now weak to Fire Man's weapon instead of Guts Man's, who is absent. The boss order is also important, as it introduced the idea of "four first, then four later". Interestingly, the second set does not recieve stages, but this is excusable as this is the first game in the series. This would not become introduced until the 3rd game (technically, it started in 2, but the Robot Masters did not recieve a stage select). The story goes that Dr. Wily is trying to take over the world again by reviving his old Robot Masters and creating the terrifying new Mega Man Killer, Enker. The game has six stages- four Robot Master stages and two Wily stages.

The game was clearly pretty popular, as it has seen three rereleases over its 21 year- life span: once as a Nintendo Best-Seller in 1996, again as a release on the Nintendo Power Catridge service alongside its four sequels during 2001, and most recently on the 3DS Virtual Console shop last year in March.

Elements

Music: The music in this game also set a standard on the majority of the series, seen in the first, third, and fourth games. It remakes the NES music into the Game Boy soundchip, and for the most part it sounds just like the NES game's music (which can be both a good and bad thing). However, this game was different in the fact that it slightly remixed the Robot Master themes- Elec Man's theme was put into a higher octave, Fire Man's theme is a bit faster and jumpy- and it definitely sounds pretty good. The Wily themes in this game, like the others, are superbly made- the Wily Base theme's progressive bass switches from regular to soft to delayed always gets a kick out of me. The credits theme is also pleasing to listen to, but I prefer the later ones.

Weapons: There are a total of 11 weapons in Mega Man: Dr. Wily's Revenge: The Mega Buster, Fire Storm, Elec Beam, Rolling Cutter, Ice Slasher, Time Stopper, Quick Boomerang, Atomic Fire, Bubble Lead, Mirror Buster, and the utility weapon Carry. Most of the weapons are the same, so I'm just going to go over the Mirror Buster. This is Enker's special weapon that allows you to rebound shots back at the attacker. Although I didn't try it until the final boss, it's most likely amusing to use on enemies like Joes and Mets... if you can get it out fast enough. Also useful is the low energy consumption and there's no need to hold down the fire button after it's out- the energy does not deplete and it only disappears after recieving a shot. The other weapons are all pretty standard tier, but they do allow a few more places in Wily's Space Fortress for Time Stopper to show its worth, something that was dreadfully absent from 2.

EDIT: Bah, forgot to talk about Carry. Carry is probably one of the more useful utility weapons in the series- it allows you to spawn a static platform underneath you if you're falling. This saved me plenty of times from falling into deadly spikes or into a pit. You could only have one out at a time, which meant you couldn't make bridges with them, but they were still very useful. This would be the only time in the Game Boy series that Mega Man has a specified utility weapon- after that, his robotic canine Rush would serve as his utility provider.

Stages: For such a small game, the stages are actually pretty long- especially the last Wily stage. (It's got two checkpoints, for crying out loud!) Suprisingly, Mega Man: Dr. Wily's Revenge also mixes in a few new gimmicks that are exclusive to this game. Ice Man's stage features falling icicles that can be stacked and used as platforms, and ice blocks that slowly melt the longer you stand on them. Fire Man's stage features the fire conveyor belts, as I call them, that can only be stopped by Ice Slasher (trust me, you'll want to stop them- they do a lot of damage). Cut Man's stage features easily the most annoying stage obstacle- the dreaded Circle Cutters. They go around in a loop and you must jump over them to avoid them- but they can be stopped by Ice Slasher which is enormously helpful. The enemies are all pretty standard fare, taken from the first two games- but the Hotheads are suprisingly more difficult in this game...

Playthrough

The first time I got this game, it was hard as balls. It took me five days to vanquish the dreaded Wily and his mechanized minions- which was actually pretty nice since I was sick for an entire week and it gave me something to do. The game was made a little more bearable thanks to the godsend known as restore points, but it was still difficult. A year and a half later, at 10:46 P.M. yesterday, I beat the original cartridge game. Total time: 4 hours, 23 minutes. Ouch.

So what happened? Why was it so easy to beat the second time? This game is supposed to be hard, right? I'll admit, I had a bit of trouble with Enker because he's a fricking dirtbag when it comes to his attack pattern, but otherwise it was a cakewalk.

Perhaps the game became easier after I got used to the whole Mega Man schematic. The only other game beside that I beat was 2 (which, of course, isn't that hard). Up to this point, I became much more familiar with the game, beating 4, 5, II, and III. After taking down those games, I guess the fairly easy Dr. Wily's Revenge didn't stand a chance. Elec Man, Ice Man, Fire Man, and Cut Man fell within an hour of playing- roughly about the time I finally managed to beat Spark Man's stage in the third game. With this, I truly cemented my current point of Mega Man: Dr. Wily's Revenge being a perfect starting point into the Mega Man games.

Wrap-Up

Music: 9/10 (The developers did a good job with making the music stay faithful while still giving a unique twist, and the Wily themes are especially well-made).
Weapons: 7/10 (The weapons were well-balanced and the Mirror Buster was a great addition. However, adding Quick Boomerang doomed it to second status under Rolling Cutter's shadow...)
Stages: 8/10 (The stages are long and provide a good challenge. The added gimmicks are especially nifty)
Difficulty: 6/10 (The game is short and easy, but there's still a bit of added toughness with the bosses and Enker)
Overall: 30/40

Dr. Wily's Revenge was a milestone in Mega Man's portable adventures, starting off Mega Man' monochrome series with an impressive title. Easy to get into but still offering slight challenge, this would give you a good taste of Mega Man's "glory years" in a small, portable package. The game is a solid start to a line of quality Mega Man games on the Game Boy, but it takes a back seat to three of its sequels. I'll rank this title 4th out of the 5, as it drops behind the more polished games. Unfortunately, the second edition would not be as tight as the original. What went wrong? Is there anything salvageable from this game? We'll have to wait and see...

17
Help & Editing / Can you get bots to follow you?
« on: May 24, 2012, 05:06:58 PM »
I was just playing on offline skirmish today at Icy Forts with the bots of the MM5 masters. Nothing really seemed out of the ordinary, I went through the passage that connects the river to the Light Base (I was Wily at the time) and it seemed that Star Man came along to help. However, wherever I moved, he came with me the entire time. He never left my side. In the end we were both Crash Bomb'd to death by Gyro, but... Can you get bots to follow you? I want to know, since it would be awesome having an entourage of bots following you for flag run defense.

18
W.I.P Forum / The Joe Classes Mod
« on: March 18, 2012, 02:13:15 PM »
They have appeared in every Mega Man game. They have annoyed us to no end. And there are enough unique ones for me to start this: Joe Classes!

I have counted 15 Joes that would be feasible to add. There are:
Sniper Joe: Your average Joe! He's got a shield and a fast reloading, fast traveling, but weak buster weapon! He also has grenades that can hurt like the dickens if contact is made!
Returning Sniper Joe: The new and improved Joe with rideable giant mech! He's got a slower, more powerful shot than his little brother, and his mech, with a fast, strong buster and devestating stomp, is huge and powerful!
Hammer Joe: The big bruiser Joe! Slow, but incredibly powerful! His hammer hurts if it makes contact, and he can also swing it around as a melee attack!
Skeleton Joe: The fast and sneaky Joe! Can't take much damage, so use him stealthily! His bone throw is weaker than most other attacks, but his speed makes up for it!
Rider Joe: The incredi-fast Joe! He can't be killed by instakill water- he rides it! Use him for hit-and-runs!
Apache Joe: The high-flyer Joe! His attacks are strong, but flying is limited, so use it wisely!
Crystal Joe: A slower Joe with a strong shot! He can take some hits, but it takes a while for his Crystal Arrow to fire! Use him as a sniper!
Gunner Joe: The space-going Joe from MMIV! He has unlimited flying and homing missiles at his disposal, so you better watch out with him!
Piraparee: The electric Joe from MMV! He has a simple electric shot that can stun, and he can charge up, creating a successful hugging shield that can reflect most shots- but you can't move while using it!
Cannon Joe: The heavy hitter Joe! He's very slow, but one shot from him means trouble!
Colton: Due to furious demand, it's Colton, the Joe-ish gunslinger! He's got a quick draw buster flurry, and... a cool hat!
Sniper Joe 01: The weak-as-paper Joe isn't so weak any more! He can charge up his buster for a powerful charge shot, and he's just a bit faster than his two older counterparts! He's still got weak armor, though, so dodging is essential for him!
Trucker Joe: The truck-driver Joe! Although he has awful strafing, one charge from the front means major damage! Be careful!
Machine Gun Joe: The rapid-fire Joe! His shield can be blasted away, but it only makes him more mobile! His shots are fast and furious!
Aqua Joe: The aquatic Joe from Mega Man Rush Marine! He has a simple water shot, and he's much faster in water! He also has a buster that is more powerful and faster in water!
Harpoon Joe: Also from Mega Man Rush Marine, it's the stabby Joe! He's got a fast harpoon shot that can impale you, and a close-range stab from his harpoon is bound to hurt! He's a bit slower than Aqua Joe, though, so be on the lookout for any fast enemies!

Aaaaaand that's all. We'll need coders and skinners, so I'll see if I can get Kacke to lend me his Joes. In the meantime, I'll be working on Gunner Joe's, Aqua Joe's and Harpoon Joe's skins.

Pikmin555 has agreed to help code, but if anyone else wants to, feel free to ask!

Let's make this project successful!

Coding:
Sniper Joe: Pretty Much Done- Michael712
Returning Sniper Joe: Taken- Lego
Hammer Joe: Done- Darkaura
Skeleton Joe: Done- JaxOf7
Apache Joe: Open
Rider Joe: Open
Crystal Joe: Taken- SmashBroPlusB
Gunner Joe: Taken- Michael712
Piraparee (MMV): Almost Kind of Sort of Done- Ukiyama
Cannon Joe: Open
Colton: Open
Sniper Joe 01: Taken- Michael712
Trucker Joe: Done- Korby
Machine Gun Joe: Open
Aqua Joe: Open
Harpoon Joe: Taken- Michael712

Skins:
Sniper Joe: Done: Michael712
Returning Sniper Joe/Sniper Armor: Basically done (Forgot about the one in the core, just needs a shield)/Done: Kackebango
Hammer Joe: Done: Kakcebango
Skeleton Joe: Done: Red_Lantern
Apache Joe: Done: Kackebango
Rider Joe: Open
Crystal Joe: Taken: Kakcebango
Gunner Joe: Taken: Myself
Piraparee: Done: (Forgot who did it, have to check the wiki)
Cannon Joe: Done: Kackebango
Colton: Done: Red_Lantern
Sniper Joe 01: Taken: Myself
Trucker Joe: Done: Kackebango
Machine Gun Joe: Done (Apparently): bass44
Aqua Joe: Taken: Myself
Harpoon Joe: Taken: Myself

19
DECORATE and ACS Modifications / Making custom Actors?
« on: February 21, 2012, 02:24:12 AM »
Uh, hi. I'm making a CTF map that is based around a power plant. I would like to have some Biree Sparks flying around in an impassable area, but I have no idea how to code this kind of thing...

Biree Sparks only fly around, so it would probably be very easy to code and such... I was thinking they would work a lot like the Telly spawner. They spawn infinitely and just fly around without being able to be damaged. These are the sprites I'm going to use.



I have some more complicated actors I'd like to put in, but for now I'd just like to get this problem solved.

20
Mega Man Discussion / Mega Smash! (Being worked on)
« on: February 03, 2012, 03:59:33 AM »
EDITING THE FRONT PAGE BECAUSE FYONE'S SPAMMIN ME SKYPE INBOX

Current Version is Mega Smash: Cossack Returns. It will feature Robot Masters from MM4.

All engines except Dive Man's are done (maybe another, can't remember). Ice Man and Elec Man are also done.

Movesets:
(click to show/hide)

Screenies:
(click to show/hide)

21
Maps / SDCTF Map Pack
« on: December 25, 2011, 09:24:25 PM »
Hi. This is a new topic for the Star Dood Capture the Flag Map Pack. (SDCTF)

This is an interesting map pack in the fact that it combines two Robot Master stages into one CTF stage. It results in a family-safe and fun-loving map pack.

As of now, I will be continuing work on the MM2 map, which combines Crash Man and... err, Air Man. Don't rage, as I am trying my best to make it fun and enjoyable. This does mean it will contain Air textures, admittably, but try not to focus on it.

After the map is finished, I will put up a poll. You will be able to pick the next game that shall be covered. Then, another poll will be added with the Robot Master stages. The two choices with the highest votes will be picked. So, that is all there is to it.

Yeah.

I have proof this is being developed, but it will take a little while to post pictures. Please be paitent, mods.

22
General Gaming Discussion / CUTSTUFF, Y U NO STAR FOX DISCUSSION
« on: December 03, 2011, 07:40:38 PM »
I really can't believe there aren't any Star Fox discussion topics. I find it a pretty awesome series. So, talk away.

Star Fox 64 is great, but I always have trouble on that really stupid clam...

23
Mega Man Discussion / The most underrated Robot Master
« on: October 30, 2011, 03:00:01 AM »
Who, in your opinion, is the most underrated Robot Master?

NOTE: Please give reasons as to why you think so.

For me, I'd have to go with this guy:



It's been a LOOOOOOOONG time before I've seen anyone say "I like Junkman". He's got a great theme, his design is pretty awesome (lockjaws YEEAAH) and his weapon is OK.

24
Mega Man Discussion / General Megaman Rant
« on: October 03, 2011, 08:34:43 PM »
Adding MM2 my list.

/me glares at most of the cutstuff community

25
Mega Man Discussion / Mega Man Something Something
« on: September 29, 2011, 09:00:33 PM »
Ha ha! I'm going to try my own foray into the wonders of making Mega Man fangames. The title is a work in progress, but I assure you, I'll figure out a coolier one.

Anyway, I have three Robot Masters so far. After coming up with dozens of sucky ones, I think I finally got it right.

WATT MAN:
A robot used for an emerngecy light source during blackouts in power plants. His weapon is the Watt Shot, which fires a straight beam of electricity that damages and paralyzes bigger enemies.

SCALD MAN:
A robot used to boil water at water treatment facilities to killed bacteria. Still need an ok weapon for him.

SHUTTLE MAN:
Originally created to help repair broken sattelites. Design and weapon pending.

I'm going to need help getting together enemy ideas, music, tilesets, sprites, and the best part, coding.

I think I've got the robots covered. And, of course, teh plot:
8 Robots are causing havoc throughout Monsteropolis. Dr. Wily, whom everybody blames in an instant, has no idea who is behind it, and begs Dr. Light to help him. Seeming to be sincere, Light agrees, and Megaman sets out to find the culprit behind the attacks! But is Wily actually telling the truth?

26
Maps / Stuff I need help with
« on: September 24, 2011, 07:33:47 PM »
Hi, guys. I'm trying to make some generic maps in order to become a better mapper. Of course, being a novice, I might need some help...

All right, that old stuff wasn't necessary. The most important thing right now is this:

I'm attempting to make a CTF stage based off of Air Man's map (yes, that means Air Man tiles). I'm having a few problems with it, so I was hoping to look upon the actual Air Man map to see how it's made.

So, my first actual question: Is there any way to upload maps into Doom Builder from the MM8BDM pk3?

(hopefully someone will answer this one)

27
Anything Goes / I got a phone!
« on: August 27, 2011, 01:05:51 AM »
Hooray! I'm not an outcast in my class anymore! :D

Now all I need is Facebook!

28
Anything Goes / Help Wanted
« on: August 16, 2011, 06:52:59 PM »
Do you have a knack for spriting, mapping, famitracking, or coding? I need you if you do!

My expansion for Megaman & Bass 2: Challengers from the future, is in dire need of music, tiles, and maps! I have secured some mappers, but only if they recieved textures for them. Spriters, this is where ypu come in! We need original textures for seven maps: a city map, Clock Men's, Compass Man's, Kumoso Man's, Konro Man's, Dangan Man's, and Aircon Man's! We also require two skins to be finished: Kumoso Man and Grey Devil.

Mappers/coders! We need maps! None of the seven listed above were taken. Every map is still up for grabs! Feel free to make them original as possible. Of course they'll have to pertain to the stage, but Youtube exsists if you haven't played the game. Give them as much ridiculous gimmicks you would like! I'm willing to sprite any props you require, and Lego has finished most of the weaponry.
Famitrackers! We need music! All of the tunes used in the original were from MM&B. THIS WON'T DO! I would like them to be original works! Feel free to come up with a song of any kind. If you would like a tune that follows and fits the stage, check out some videos.

This expansion needs your assistance. Please help in anyway possible!

29
W.I.P Forum / [EXPANSION] Rockman & Forte 2
« on: August 09, 2011, 09:30:00 PM »
I've scoured through the projects forum plenty of times, and not once have I seen an expansion for this game.

So, I suppose I'll start one! Whoo!

Questions & Answers:
Q: Will you need help with this expansion?

A: Help in any way possible would be greatly appreciated.

Q: How will the weapons work?

A: Not sure. I'm always open to suggestions.

Q: What will be in this expansion?

A: Look below you.

Skins:
Aircon Man- DONE (Megaman)
Kumoso Man- DONE (Star Dood)
Bullet (Dangan) Man- DONE (Star Dood/Lego)
Konro Man- TAKEN (Llamahombre)
Clock Men- DONE (Lego)
Compass Man- DONE (Megaman)
Rockman Shadow- DONE, BUT WAITING FOR PERMISSION (Blaze)
Grey Devil- IN PROGRESS (squidgy617)
Maps:
Grey Devil (Intro Stage)- Not Taken
Aircon Man- Not Taken
Kumoso Man- Not Taken
Bullet Man- Not Taken
Konro Man- Not Taken
Clock Men- TAKEN (I think) (Lego)
Compass Man- Not Taken

Weapons:
Barrier Wind: DONE
Forte Cylone: DONE
Time Bomb: DONE
Time Switch: DONE
Rockman Vulcan: DONE
Forte Vulcan: DONE
Doppler Attack: DONE
Doppel Crash: DONE
Flame Mixer: DONE
Flame Shower: DONE

Props and other stuff:
Suggestions would help!

Items:
Shock Guard: DONE
Weapon Balancer: DONE
Weapon Charger: DONE

Please contribute to this (unfortunately overlooked) game expansion! I'll be working on a few of the skins, most likely Bullet Man and Konro Man. I'm also aware that Megaman made two or three skins.

30
Mega Man Discussion / Is it good enough?
« on: July 20, 2011, 02:28:25 PM »
I recently noticed a selling on Ebay for MMV on the gameboy for thirty bucks. Is it a good game, and should I get it?

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