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Gaming => Mega Man Discussion => Topic started by: CutmanMike on June 09, 2010, 12:42:46 PM

Title: Mega Man 11
Post by: CutmanMike on June 09, 2010, 12:42:46 PM
No it's not an announcement thread, sorry. If Mega Man 11 came out, what would you like to see? Here's my personal list.

Title: Re: Mega Man 11
Post by: CopShowGuy on June 09, 2010, 06:42:00 PM
Quote from: "CutmanMike"
No it's not an announcement thread, sorry. If Mega Man 11 came out, what would you like to see? Here's my personal list.

    [*]
    [*] Wily to not be the main villian, OR not as obvious as the other games. In Mega Man 4 you had no idea Wily was gonna come back. In 5, 6, 7, 8, 9 and 10 you kinda knew he was going to be even though it isn't announced at the beginning. Even if it means bringing some characters back or making some new ones.
It wasn't obvious in 4 because that was the first time they did that.  People will always suspect Wily, no matter what he says now.

I'd like to be able to play as the robot masters like you could in Powered Up.
Title: Re: Mega Man 11
Post by: Teej on June 10, 2010, 03:48:46 AM
Now I haven't played Mega Man 7-10, or any of the GB ones, only Mega Man 1-6, so I don't know if any of this has been done yet...

Introduce a completely new villain. Not a Wily persona, like Mr. X, not a guy blackmailed by Wily, like Cossack, I'm talkin' a completely new villain!  :geek:

Quote
...2 Player...

Quote
...Level Editor...

These too!  :mrgreen:
Title: Re: Mega Man 11
Post by: brotoad on June 10, 2010, 10:55:38 AM
I'd like it to be in 16-bit Megaman 7 style. 8-bit was awesome in Megaman 9 but it just feels gimmicky now.
Title: Re: Mega Man 11
Post by: PressStart on June 17, 2010, 10:17:59 AM
Graphically, I just want it to stick to the good old Inafune designs. 8-bit works great, MM7 style even better...just not 8 (8 wasn't so bad but UHH) or anything that makes him into a next gen mess. Hand drawn Inafune style...now that'd be something!

Probably most important of all: keep up the good work with the music!! Every main MegaMan game for me except 8 has had a soundtrack packed with songs I love, and they did a fantastic job with 9 and 10. I'm worried if they do stray from 8-bit, they'll go for more ambient and trance music...NOOOO

Like CutMan said, more throwbacks! Fans obviously love the huge roster of old Robot Masters, so save some spriting/design time and have them jump out and kill MegaMan! Anything of this sort is cool, and it's kind of nice whenever it's a surprise so I dunno...Playing as them is always good too! Or...just havin the old weapons *cough wily warssss*

2Player co-op would be the bomb.com. I'm guessing they don't want to do this because it would change the game too much, having to account for co-op play and making level design different. Doesn't have to be in MegaMan 11 for me, but at least a spinoff would be nice.

More Eddie

Actually most important point JUST MAKE IT I LOVE YOU CAPCOM

ALSO I'm a big supporter of always fighting Wily. Dr. Wily is just too crazy cool with his huuuuuge robots, and if he ends up not being the last boss in a main MegaMan game I know it will spell the end for MegaMan and I will cry as he fades into the distance jk not really.
Title: Re: Mega Man 11
Post by: CutmanMike on June 17, 2010, 03:50:11 PM
Sunstar is the only one in the official classic series to be the only non-Wily final boss (I'm not counting those shitty not-really-capcom games), and I did think that was pretty cool. It's a cliché so I think yeah, Wily should always be the last boss from now on.
Title: Re: Mega Man 11
Post by: -FiniteZero- on March 09, 2011, 11:10:41 PM
In the Wily castle, you should have to have a rematch against EVERY ROBOT MASTER EVER MADE.

...or is that too sadistic?
Title: Re: Mega Man 11
Post by: Kapus on March 09, 2011, 11:17:35 PM
I would absolutely love to see that.

Yes, I know we just bumped a really old topic.
Title: Re: Mega Man 11
Post by: Mr. X on March 09, 2011, 11:23:39 PM
You know you two just bumped a...oh, I guess Kapus did.
Title: Re: Mega Man 11
Post by: arkman on March 09, 2011, 11:45:53 PM
Erm since it has already been bumped is it safe to revive this now?
it died kinda suddenly after all...

For megaman 11 I would like to see,

an intro stage or tutorial stage instead of an easy mode,

doc robot
King
Huge Wiley Castle,
the stardroids from Rockman strategy.
Hidden bosses and secrets, the only thing that has ever been lacking in the classic games.
Difficulties are normal hard and insane.
rush marine, rush jet, mm5 rush coil, magnet beam throwback.

Extra RM would be nice, like the rockman killers being downloadable,

and that is about it.
wiley tower 2
Title: Re: Mega Man 11
Post by: CHAOS_FANTAZY on March 10, 2011, 01:28:07 AM
I only have one thing I'd really like to see in the next Mega Man game--well, two, but the other one's not nearly as important.

Instead of the typical Wily Castle bosses, I'd love to see upgraded designs of previous Robot Masters.  The Weapons Archive was cool, man, but that didn't add anything to how they fought.  I mean things like Snake-Man, with the ability to crawl and a nasty venomous bite.

Also, pinch attacks.  Maybe save those for Powered Up, but they're awesome!
Title: Re: Mega Man 11
Post by: LlamaHombre on March 10, 2011, 01:40:41 AM
Point System.
Passwords. (but keep the save for those who hate passwords.)
And Robot Masters playable. Mainly ones from 1, 3, and 9, since Light made those.
Title: Re: Mega Man 11
Post by: Ivory on March 10, 2011, 01:43:10 AM
Well, if you want technicalities. Dr Light AND Dr Wily both collaborated with the MM3 Robot Masters. So it's more of a joint ownership.
Title: Re: Mega Man 11
Post by: Mr. X on March 10, 2011, 01:53:27 AM
I'd like...

*readies flame shield*

...Mega Man 11 is NOT be 8-bit.  It was clever for 9, it was getting a bit annoying in 10, but now I'd like to, sometime in my life, play a good Mega Man game with good modern graphics (that isn't a remake).
Title: Re: Mega Man 11
Post by: easyaspi on March 10, 2011, 01:55:34 AM
Why not make it so that, after beating it in 8-bit, unlock a 16- and 32-bit option and voice acting?
Title: Re: Mega Man 11
Post by: CHAOS_FANTAZY on March 10, 2011, 01:56:54 AM
Quote from: "Mr. X"
I'd like...

*readies flame shield*

...Mega Man 11 is NOT be 8-bit.  It was clever for 9, it was getting a bit annoying in 10, but now I'd like to, sometime in my life, play a good Mega Man game with good modern graphics (that isn't a remake).

I know I can't be the only person that doesn't really care.  2D sprites to 3D models, who really cares?  The only way they really help us is easier editing and fan games--which, while cool on their own, usually can't compare to the original.

No, graphics matter naught to me--they just need to keep the same physics.  That's why Sonic 4 earned...

Seven Chaos Emeralds...Out of Ten.
Title: Re: Mega Man 11
Post by: Kapus on March 10, 2011, 01:58:04 AM
I would also like to see a game that's not 8 bit. This and cameo appearances of earlier robot masters. Then we can see them in higher quality.
Title: Re: Mega Man 11
Post by: Ivory on March 10, 2011, 02:00:24 AM
I agree. It was perfectly fine for MM9, but for MM10, I was expecting something more. Maybe something like Wily Wars graphics or something along those lines.
Title: Re: Mega Man 11
Post by: Uscdrew on March 10, 2011, 02:25:32 AM
Wily Tower 2, with the Megaman Killers as bosses.

*drool*
Title: Welp. Nope. Welp. Nope. Welp. Yep. ZOMG WTF HAAAAAAAAAAAAAAA
Post by: Kenkoru on March 10, 2011, 02:34:55 AM
But there are only 7 Chaos Emeralds. Wouldn't that mean a perfect score?

This is what I want the graphics to look like:
(click to show/hide)
With some more frames of course so that it'll animate better. That's what I think MM11 should look like. I wouldn't want Capcom to slowly redo what they did before. 8>16>32. No. I want them to do something they haven't done with Mega Man.
Title: Re: Mega Man 11
Post by: BiscuitSlash on March 10, 2011, 04:57:41 PM
Here's what I want for MM11:

-2 player co-op (This would of fitted so well for MM10)
-Maybe some earlier robot masters playable
-Roll as a playable DLC (this is a must)
-Quint should return as a Wily boss but actually being really powerful. (Maybe using a Sakugarne version of the wily machine?)
-Awesome throwbacks. (why not copy robot's return?)
Title: Re: Mega Man 11
Post by: Kapus on March 10, 2011, 05:16:52 PM
Quote from: "Michael712"
-Roll as a playable DLC (this is a must)
Yes.

Quote from: "Michael712"
-2 player co-op (This would of fitted so well for MM10)
YES.
Title: Re: Mega Man 11
Post by: Korby on March 10, 2011, 06:27:49 PM
2 Player Co-op would make me so happy in a Megaman game.
Title: Re: Mega Man 11
Post by: Kapus on March 10, 2011, 06:39:24 PM
I imagine a co-op system would work a little similar to the Kirby games.
Title: Re: Mega Man 11
Post by: Ivory on March 10, 2011, 06:45:23 PM
That would be awesome. However I disagree about Roll being DLC. She should be unlockable, but not something you purchase.

My biggest annoyance at MM9 and 10 was using DLC.
Title: Re: Mega Man 11
Post by: Kapus on March 10, 2011, 06:51:37 PM
Well, yes. That's something that bothers me about newer games. Instead of getting the whole package, you have to buy it piece by piece. I'd much unlock get stuff by doing challenges.
Title: Re: Mega Man 11
Post by: Mr. X on March 10, 2011, 08:44:04 PM
Quote from: "CHAOS_FANTAZY"
Quote from: "Mr. X"
I'd like...

*readies flame shield*

...Mega Man 11 is NOT be 8-bit.  It was clever for 9, it was getting a bit annoying in 10, but now I'd like to, sometime in my life, play a good Mega Man game with good modern graphics (that isn't a remake).

I know I can't be the only person that doesn't really care.  2D sprites to 3D models, who really cares?  The only way they really help us is easier editing and fan games--which, while cool on their own, usually can't compare to the original.

No, graphics matter naught to me--they just need to keep the same physics.  That's why Sonic 4 earned...

Seven Chaos Emeralds...Out of Ten.


Of course graphics aren't everything.  However, at this point there's no point in continuing with 8-bit graphics.  Mega Man 9 was a sequel, a tribute to classic gaming, and a sign that classic Mega Man was back.  MM10 was "Hey, let's just go with 8-bit graphics again for the heck of it."  If given two identical games with graphics being the only difference, I'd have to give the edge to the game with better graphics.
Title: Re: Mega Man 11
Post by: -FiniteZero- on March 12, 2011, 05:22:27 PM
In truth, I'm pretty sure it will be 8-bit.
HOWEVER, the reason for this may not be as obvious. In the Mega Man titles, it always was in threes:
1-3 (No charge shot)
4-6 (charge shot)
7-&B (16/32-bit graphics)
9-11 (back to 8-bit)

I imagine after 11, it will go away from 8-bit.
I actually kinda like the MM8-style, it's just that some of the sound effects and the voice acting were kind of sucky. It should take away swimming, or improve it.
There you have it.
Title: Re: Mega Man 11
Post by: BiscuitSlash on March 13, 2011, 12:06:40 PM
Quote from: "Ivory"
However I disagree about Roll being DLC. She should be unlockable, but not something you purchase.

As long as she's playable, then I'l be happy :)
Title: Re: Mega Man 11
Post by: sipfried on March 13, 2011, 12:47:02 PM
what i want bij mm11 is this

coop (multiplayer)
8bit
level editor
play the nes megaman (1 to 6)
play as protoman, bass and roll
the megamankillers (enker punk ballade and quint)
online battle (coop)
unlock things
play ass robotmasters (like powered up)
and on the wii AND ds
Title: Re: Mega Man 11
Post by: CHAOS_FANTAZY on March 13, 2011, 02:06:06 PM
Quote from: "sipfried"
A Level Editor

I have one irk with Level Editors in official games:
-Examine stages carefully
-Make carbon copies of them in Level Editor
-???
-Profit.

Quote from: "sipfried"
Play as the NES Mega Man (1 to 6)

What's the difference between then and now?  I could understand just 4-6--Slide and Charged Shot--but the only changes before that were making his walking lass slippery.

Quote from: "sipfried"
the Mega Man Killers (enker punk ballade and quint)

I wouldn't mind seeing them again, but they pretty much just did come back--except for Quint, but he's pathetic.

Quote from: "sipfried"
Play as Robot Masters (like Powered Up)

That's probably a lot of work, and some Robot Masters before weren't exactly designed for being played as--Flash-Man, Solar-Man, particularly Splash-Woman...

Quote from: "sipfried"
Be available for the Wii AND DS

Come to think of it, the 3DS would be a perfect candidate for hosting an MM game--particularly Powered Up.
Also,  I at least know that Mega Man 10 was for sale on all consoles.
Title: Re: Mega Man 11
Post by: ice on March 14, 2011, 01:29:19 AM
Do like they did with megaman 8 and have a robot design contest, only this time make it global, say what you want, the robots had great designs (except aquaman and searchman)
Title: Re: Mega Man 11
Post by: SaviorSword on March 14, 2011, 02:52:45 PM
How about they have the option where you can play the game in either 8-bit graphics, 16-bit graphics, or even 32-bit(?) graphics and the graphics do not affect game play at all.
Title: Re: Mega Man 11
Post by: ice on March 14, 2011, 05:09:48 PM
Quote from: "SaviorSword"
How about they have the option where you can play the game in either 8-bit graphics, 16-bit graphics, or even 32-bit(?) graphics and the graphics do not affect game play at all.
MM8 megaman moved very slow
Title: Re: Mega Man 11
Post by: Max on March 14, 2011, 05:11:13 PM
There's only one thing I want to see.

(click to show/hide)
Title: Re: Mega Man 11
Post by: Kapus on March 14, 2011, 07:14:54 PM
Game breaker.
Title: Re: Mega Man 11
Post by: BiscuitSlash on March 15, 2011, 04:39:34 PM
Something I also want for MM11:

-Lots of awesome new concepts and really good stuff just like in Rockman 4 Minus Infinity
Title: Re: Mega Man 11
Post by: FuPoo on March 15, 2011, 05:37:59 PM
ive always ALWAYS wanted a 2 player mode instead of 2p screwing with megamans actions

id buy the game on all 3 systems if this happened :ugeek:

(http://i71.photobucket.com/albums/i154/FuPoic/wrequest068_by_fupoo-d3bmr23.png)
Title: Re: Mega Man 11
Post by: KillerChair on March 17, 2011, 09:10:52 AM
I'd really love to keep the games to 8-bit or 16-bit megaman 7 style.
But nothing more than that. 8-bit really got the megaman style set and making the graphics go wild will just take some of the flavour away. Megaman 7 is my all time fav game so thats why im ok with those graphics.

2 Player mode? Hell yeah!

Online deathmatching mode's and the likes (See multiplayer mode's of Jazz Jackrabbit 2)

Level editor!

More Doc robots. (though the weapons archive kind of stole that idea  :mrgreen: )

More easter egg's :p
Title: Re: Mega Man 11
Post by: Korby on March 17, 2011, 10:05:53 PM
(click to show/hide)

That's uh, all I came here to say.
...
I wouldn't mind fighting upgraded versions of older bosses in a boss rush(alternate mode, not main game).
Title: Re: Mega Man 11
Post by: easyaspi on March 17, 2011, 10:09:50 PM
No DLC.That is all.
Title: Re: Mega Man 11
Post by: CutmanMike on March 18, 2011, 03:33:31 PM
Quote from: "easyaspi"
No DLC.That is all.

Haha this is capcom you're talking about, the king of 10kb DLC files that unlock parts of the game that are on the game already. :p
Title: Re: Mega Man 11
Post by: HertzDevil on March 24, 2011, 03:33:09 PM
play as wily machine
Title: Re: Mega Man 11
Post by: Magnet Dood on May 09, 2011, 09:32:35 PM
BUMP This has been BUMPED

Something I would lurve in this game is be able to make custom Robot Masters. You could upload them somehow, or create the sprites on the system, and upload em in to the game.

It would also be nice to play with a gamecube controller.
Title: Re: Mega Man 11
Post by: MLDKF on May 12, 2011, 08:23:40 PM
Quote from: "CutmanMike"
Quote from: "easyaspi"
No DLC.That is all.

Haha this is capcom you're talking about, the king of 10kb DLC files that unlock parts of the game that are on the game already. :p

Look at what they did with Marvel vs. Capcom 3. We got a crap load of DLC from that game. Not to mention that there was already DLC in 9, 10, and Powered Up
Title: Re: Mega Man 11
Post by: Dr. Freeman on May 12, 2011, 11:39:13 PM
I want something along the lines of this to happen

Dr Wily: I'm not the badguy!
Megaman: I don't believe you! I'm coming to your castle to stop you!
*8 robot masters and one wily boss later*
Some random guy: It was me all this time!
Megaman: Oh snap!
*One more castle later*
Dr Wily: Just kidding it was still me the whole time.
Megaman: =O
*Last castle later*
Game done.
Title: Re: Mega Man 11
Post by: LlamaHombre on May 13, 2011, 12:57:33 AM
The whole series.

It needs MOAR DARKMEN
Title: Re: Mega Man 11
Post by: KnightMan on May 13, 2011, 06:39:57 AM
A game where multiple players can link their DS to the Wii, allowing players to split up and go through the game on their own, and team up together on the big screen. Like Four Swords Adventure for the Gamecube.



If Capcom could do that, it would be LEGENDARY.
Title: Re: Mega Man 11
Post by: Cheminometry on May 13, 2011, 03:58:43 PM
I want hi-res hand drawn sprites. Enough with the 8-bit. Eight out of the ten games are in 8-bit color and it's too repetetive for me. Imagine Mega Man looking like this: http://www.youtube.com/watch?v=KAZtYc-po3U (http://www.youtube.com/watch?v=KAZtYc-po3U)

I also want multiple characters that play differently, like Mega Man and Bass, then capitalize on this by putting in extras (CDs, powe-up chips, one-time screws, etc.) In places only certain characters can reach/ Branch levels off based on abilities, etc.

Recognize the continuity. I'm not asking for the cataclysm or anything, but some sort of reference to Cossack, Duo, Evil Energy, Roboenza, Zero, X, tie the series together. This isn't necessarry, but I think it would be cool.
Title: Re: Mega Man 11
Post by: TrueTenguMan on May 14, 2011, 03:23:41 PM
Capcom just needs to not do 8 bit again for nostalgic milking and take an artistic turn. Hand drawn sprites would look nice, but sprites like MM8, X4-6, and the zero series seem to not stand out as much as Wii's Wario Land ((not that I didn't like that method, but eh...)).
Title: Re: Mega Man 11
Post by: BiscuitSlash on May 14, 2011, 03:47:07 PM
Problem is with making a MM8 styled game again (possibly 7) is that Capcom don't want to make another MM8.  They know that the 8-bit games were far more popular and they don't want to turn down their fans. (Although another MM7 would be cool)
Title: Re: Mega Man 11
Post by: TrueTenguMan on May 14, 2011, 10:01:55 PM
Fans were turned down when Legends wasn't the 3D classic Mega Man they wanted. Not making another 8 bit game will not make fan boys disappointed. Trust me, we want a remastered Classic Mega Man, but not in a "Powered Up" sort of way ((not that another wouldn't hurt but still..))
Title: Re: Mega Man 11
Post by: Solar Equinox on May 15, 2011, 11:55:24 PM
Things that I would like to see in mm11 would be
1: MM7 style graphics, They were very detailed and the bosses looked, well cooler.
2: ORIGINAL ROBOTMASTERS/BOSSES I can not stress that enough. With the exception of 1,2,9 the robot masters in my opion where getting bland and we need a villain that dose not turn out to be wily, (very powerful robot anyone...and Im not talking about zero).
3: A simple but effective stage builder with many different textures and elements/enemies from games 1-7 (force beams any one) and while im at it a charater builder would also be nice.
4: More DLC like enemies for the stage builder and Duo as a character.
That is about it.
Title: Re: Mega Man 11
Post by: TrueTenguMan on May 16, 2011, 03:38:18 AM
Quote from: "Solarblast5"
1: MM7 style graphics, They were very detailed and the bosses looked, well cooler.
They can go a little higher with the graphics IMO...
Quote from: "Solarblast5"
2: ORIGINAL ROBOTMASTERS/BOSSES I can not stress that enough. With the exception of 1,2,9 the robot masters in my opion where getting bland and we need a villain that dose not turn out to be wily, (very powerful robot anyone...and Im not talking about zero).
Wily as the main baddy was just tradition, but with out a doubt another antagonist would be good. But I would never agree to Zero.. thats just bad fan service  :roll:
Quote from: "Solarblast5"
3: A simple but effective stage builder with many different textures and elements/enemies from games 1-10 (force beams any one) and while im at it a charater builder would also be nice.
Alright interesting-
Quote from: "Solarblast5"
4: More DLC like enemies for the stage builder and Duo as a character.
And this is where I get turned off. All of these things could have been earned within game, we should not have to buy ONE character or an extra set of parts for a builder. What Capcom should do is disregard the challenging achievements and implement an award system that grants the player extra replay value to tackle bosses, stages, and/or enemies in different ways. Completing the most challenging ones will award the player with:

1. A new playable character
and
2. A new set of stage cosmetics

but thats a pipe dream of course...
Title: Re: Mega Man 11
Post by: Cheminometry on May 16, 2011, 01:34:53 PM
I agree Wily shouldn't be the main villain, but he should be involved in some way. It's Doctor Wily, and in most cases it would be out of character for him to not take a side on the conflict if he thinks he can get something out of it. As long as it doesn't turn him into a joke like Eggman from Sonic. (Hey, remember that game where Robotnik had a master plan that involved a doomsday robot/monster, but at the last second it got out of control and usurped Robotnik's role as main antagonist? Which one was that again?)

I'd also like more original stage design. We have multiple characters standard now, howabout utilizing their abilities to make unique stage challenges?

One more thing, bring back collect-a-thoning. X has RPG elemetns, but Classic had lots of stuff to collect: BEAT letters, Rush Adapters, one-time screws, CDs, etc. I want incentive to scour every inch of the stages and have a really meaty game. Maybe you can find even more upgrades for Rush ie. an adapter that makes the Rush Jet function like it did in 3 (unlimited free movement).
Title: Re: Mega Man 11
Post by: BiscuitSlash on May 16, 2011, 05:51:54 PM
Actually, depite what I said before, I want the next Megaman 11 to be just like Rockman 4 MI. No really I do.
Title: Re: Mega Man 11
Post by: LlamaHombre on May 16, 2011, 07:52:18 PM
I'd easily pay 10 dollars (or more) for an add-on that gave us the MM1-10 robot master stages and weapons.
Title: Re: Mega Man 11
Post by: easyaspi on May 16, 2011, 08:12:37 PM
Quote from: "Solarblast5"
3: A simple but effective stage builder with many different textures and elements/enemies from games 1-7 (force beams any one) and while im at it a charater builder would also be nice.
You mean like Mega Man Universe?
Title: Re: Mega Man 11
Post by: Solar Equinox on May 17, 2011, 12:07:23 AM
Quote from: "easyaspi"
Quote from: "Solarblast5"
3: A simple but effective stage builder with many different textures and elements/enemies from games 1-7 (force beams any one) and while im at it a charater builder would also be nice.
You mean like Mega Man Universe?
Yeah that did pop into my mind like writeing that, I like games with lot's of custiomization.
Title: Re: Mega Man 11
Post by: ChaoticChao on February 14, 2013, 12:23:52 AM
Quote from: "CopShowGuy"
It wasn't obvious in 4 because that was the first time they did that.  People will always suspect Wily, no matter what he says now.

I'd like to be able to play as the robot masters like you could in Powered Up.

Quote
...2 Player...
...Level Editor...
All of this with a collection of past robot masters (not a wily archive, but rematches and a part of their stages). For example: take part of quickman's stage and link it to a teleporter in a wily stage before the rematch stage, or take part of a stage and the fight for a robot master from mm1, mm2, mm3, mm4, and mm5, and link them to teleporters after 4 robot masters in a midpoint stage (like in mm7 and 8), and then the other 5 games in wily's castle before the rematches.
Title: Re: Mega Man 11
Post by: GameAndWatcher on February 14, 2013, 12:34:27 AM
Quote from: "ChaoticChao"
Quote from: "CopShowGuy"
It wasn't obvious in 4 because that was the first time they did that.  People will always suspect Wily, no matter what he says now.

I'd like to be able to play as the robot masters like you could in Powered Up.

Quote
...2 Player...
...Level Editor...
All of this with a collection of past robot masters (not a wily archive, but rematches and a part of their stages). For example: take part of quickman's stage and link it to a teleporter in a wily stage before the rematch stage, or take part of a stage and the fight for a robot master from mm1, mm2, mm3, mm4, and mm5, and link them to teleporters after 4 robot masters in a midpoint stage (like in mm7 and 8), and then the other 5 games in wily's castle before the rematches.
(http://cdn.memegenerator.net/instances/400x/34810491.jpg)
This doesn't seem like a good reason to NecroBump.
Title: Re: Mega Man 11
Post by: Kapus on February 14, 2013, 01:03:42 AM
Why not? He's simply adding his opinion to the subject and expressing his ideas. It's not like an actual MM11 has come out yet.
Title: Re: Mega Man 11
Post by: ChaoticChao on February 14, 2013, 05:14:39 PM
You guys sound like a big recap to get more fans is a bad idea. Plus, it isn't that bad of an idea. Some old songs would be brought back or remixed to match the stage. Some would play for a challenge, others would play for the music, and others would play it because it is a new megaman game. My idea isn't ridiculous. Plus, a difficulty select and maybe voices (but not like Dr. Light in MM8) wouldn't hurt.
Title: Re: Mega Man 11
Post by: spotanjo3 on February 15, 2013, 08:02:50 PM
I rather 8 bit. I would love to see King returns. He said if we meet again in Rockman & Forte. :)
Title: Re: Mega Man 11
Post by: Mr. Sean Nelson on February 16, 2013, 07:54:27 PM
http://www.dorkly.com/comic/50322/ol-rush (http://www.dorkly.com/comic/50322/ol-rush)

That happens.
Title: Re: Mega Man 11
Post by: ServantofCygnus on February 18, 2013, 08:12:02 PM
...Metal man needs a comeback
2-4player story mode
Play as robot masters
A rematch against every robot master ever made is impossible btw because x and zero are robot masters, and they were very much finished by the time mega man 10 was over. We do NOT want zero pulling a Ware Wa Meshia Nari on us.
BASS MODE, JUST DO IT
Speaking of 2-4 player, playable roll! She would operate MM8BDM-like, but 2d!
ENKER COULD BE PLAYABLE ALSO, Try Megaman Perfect Harmony, it proves thebadass
Time travel. Speaking of omega zero, have the fortress bosses be from the future! Bass vs Omega, this has to be seen
Title: Re: Mega Man 11
Post by: -FiniteZero- on February 21, 2013, 04:29:03 PM
Quote from: "ServantofCygnus"
A rematch against every robot master ever made is impossible btw because x and zero are robot masters, and they were very much finished by the time mega man 10 was over. We do NOT want zero pulling a Ware Wa Meshia Nari on us.

...They are not Robot Masters. They are Reploids.
Title: Re: Mega Man 11
Post by: Korby on February 21, 2013, 04:44:32 PM
Zero is considered a robot master(DWN-Infinity), but X is the first Reploid.
Title: Re: Mega Man 11
Post by: BiscuitSlash on February 21, 2013, 04:58:47 PM
Why is X even considered to be a Reploid. Reploid means Replica Android, and the Reploids in the megaman franchise are Replicas of X as they are based off his design. So is X's design based off himself? I don't understand.
Title: Re: Mega Man 11
Post by: ServantofCygnus on February 21, 2013, 05:55:06 PM
Quote from: "Michael712"
Why is X even considered to be a Reploid. Reploid means Replica Android, and the Reploids in the megaman franchise are Replicas of X as they are based off his design. So is X's design based off himself? I don't understand.


THANK GOD SOMEONE UNDERSTANDS THIS
X IS a robot master, the series just refers to him as a reploid because capcom was too stupid to remember what reploids are: replicas. Of. X. X can't be a copy of himself. He is a robot master, so can we just end this argument?

Quote from: "Korby"
X is the first reploid
I hate to call you stupid so I won't.
smart one
Title: Re: Mega Man 11
Post by: Ivory on February 21, 2013, 06:09:35 PM
Quote from: "ServantofCygnus"
Quote from: "Korby"
X is the first reploid
I hate to call you stupid so I won't.
smart one

Because using size 1 to hide things is a brave and respectable thing to do.  :ugeek:
Title: Re: Mega Man 11
Post by: Colonel ServBot on February 21, 2013, 06:17:55 PM
Quote from: "Korby"
Zero is considered a robot master(DWN-Infinity), but X is the first Reploid.

I could have sworn zero was a reploid.
Because (last time I checked) zero was defiant towards wily, or at least according to the knowledge base.
Title: Re: Mega Man 11
Post by: Ivory on February 21, 2013, 06:18:59 PM
Bass is defiant to Dr. Wily too but that doesn't make him any less of a Robot Master.
Title: Re: Mega Man 11
Post by: Colonel ServBot on February 21, 2013, 06:23:14 PM
Hmm. Never quite thought about bass much...
Wait. What does bass look like without his helmet?
Title: Re: Mega Man 11
Post by: BiscuitSlash on February 21, 2013, 06:26:39 PM
I doubt his helmet is removable. Same for X, Zero and Vile, despite having helmets as 1-ups.

I also doubt that X is a robot master either, since he's sort of the start of a new era and all. Capcom probably couldn't think of a name for what X is so they probably just make everyone refer to him as a Reploid. Either that or they confused themselves.

Oh, and one thing I'd like to see in an 8-bit Megaman game is a helmet for a 1-up, though that would probably go a lot better for a ROM hack. I wish I could make one....
Title: Re: Mega Man 11
Post by: Colonel ServBot on February 21, 2013, 06:28:57 PM
No, I think it might have been intentional. Plus, Megaman x isn't quite a robot master because he can hold his own thoughts.
So a reploid would be more correct.
Title: Re: Mega Man 11
Post by: Korby on February 21, 2013, 06:30:13 PM
Zero can "hold his own thoughts" and he's a robot master.

X is considered a reploid to reduce confusion.
Title: Re: Mega Man 11
Post by: ServantofCygnus on February 21, 2013, 06:30:31 PM
Quote from: "Michael712"
I doubt his helmet is removable. Same for X, Zero and Vile, despite having helmets as 1-ups.

I also doubt that X is a robot master either, since he's sort of the start of a new era and all. Capcom probably couldn't think of a name for what X is so they probably just make everyone refer to him as a Reploid. Either that or they confused themselves.

Oh, and one thing I'd like to see in an 8-bit Megaman game is a helmet for a 1-up, though that would probably go a lot better for a ROM hack. I wish I could make one....

Bass has a widows peak, or from what I remember he does.
X I think can because Megaman can, but I think Vile's helmet IS his head and zero is just... Brr.
Check bass' mmkb page.


Quote from: "Korby"
Zero can "hold his own thoughts" and he's a robot master.

X is considereda reploid to reduce confusion.

Mmhmm.
Title: Re: Mega Man 11
Post by: Colonel ServBot on February 21, 2013, 06:35:26 PM
Quote from: "Korby"
Zero can "hold his own thoughts" and he's a robot master.

X is considered a reploid to reduce confusion.
Actually, I think zero is a reploid as well, either wily, or Capcom themselves, got confused and branded him a robot master, plus, it makes more sense if zero was created before x. It shows his blueprints before x was even created. But that's just my thought on the subject. And zero is somewhat a maverick, right? Or am I wrong?
Title: Re: Mega Man 11
Post by: ServantofCygnus on February 21, 2013, 06:37:32 PM
Quote from: "Colonel ServBot"
Quote from: "Korby"
Zero can "hold his own thoughts" and he's a robot master.

X is considered a reploid to reduce confusion.
Actually, I think zero is a reploid as well, either wily, or Capcom themselves, got confused and branded him a robot master, plus, it makes more sense if zero was created before x. It shows his blueprints before x was even created. But that's just my thought on the subject. And zero is somewhat a maverick, right? Or am I wrong?
No, no, zero was NOT made using any data of X. AT ALL.
Does nobody remember what a reploid actually is?
Made using data from X by dr Cain, that's what.
Zero was made by wily and as far as we know he didn't know X existed.
Title: Re: Mega Man 11
Post by: Donutyoshi on February 21, 2013, 06:56:51 PM
I'm not quite sure what exactly made Zero have it's own sense of thoughts like X. Than again, Zero was not really the same person in the pre-X1 chapter, as seen in X4.

When Wily did intended it to be a Robot Master to basically destroy Megaman to crisp. He never really did the killing and stuff to the Classic cast, since it was stated by Inafune himself.
Title: Re: Mega Man 11
Post by: Colonel ServBot on February 21, 2013, 07:36:28 PM
Yes, although that makes sence,
Inafune said that it wasn't in Zero's character in order to do so.
Although there are many reasons why the classic series could have ended, but zero is pretty much the most reasonable, in Megaman x-4/x5, didn't zero go all maverick? Although wily could have built another robot master to defeat Megaman. So far, anything is possible.
Title: Re: Mega Man 11
Post by: BiscuitSlash on February 21, 2013, 07:54:12 PM
Quote from: "Korby"
X is considered a reploid to reduce confusion.
But that just makes it even more confusing.

He's not a reploid yet he's considered to be a reploid, even when there's already lots of debate on whether he is one or not.
Title: Re: Mega Man 11
Post by: ServantofCygnus on February 21, 2013, 08:18:52 PM
Quote from: "Michael712"
Quote from: "Korby"
X is considered a reploid to reduce confusion.
But that just makes it even more confusing.

He's not a reploid yet he's considered to be a reploid, even when there's already lots of debate on whether he is one or not.

He's a robot master.
Are we done yet?
Title: Re: Mega Man 11
Post by: Korby on February 21, 2013, 08:32:43 PM
That's not a proper response from the guy who started this asinine conversation.
Title: Re: Mega Man 11
Post by: ServantofCygnus on February 21, 2013, 11:52:19 PM
Quote from: "Korby"
That's not a proper response from the guy who started this asinine conversation.
Well, I..
..I...
I have absolutely no way to respond to that without making myself look stupid despite that I started this...
Title: Re: Mega Man 11
Post by: gamerman on February 24, 2013, 02:07:53 PM
Ultimate plot twist: At the end it's not actually willy for once!
Instead, bass makes robot masters of his own.
Discuss?
Title: Re: Mega Man 11
Post by: ChaoticChao on February 24, 2013, 04:28:46 PM
Quote from: "gamerman"
Ultimate plot twist: At the end it's not actually willy for once!
Instead, bass makes robot masters of his own.
Discuss?
I don't know. Bass was never really interested in Wily's work. Maybe add a different twist to the mix (a new evil mastermind).
Title: Re: Mega Man 11
Post by: GameAndWatcher on February 24, 2013, 05:33:07 PM
Quote from: "ChaoticChao"
Quote from: "gamerman"
Ultimate plot twist: At the end it's not actually willy for once!
Instead, bass makes robot masters of his own.
Discuss?
I don't know. Bass was never really interested in Wily's work. Maybe add a different twist to the mix (a new evil mastermind).
The Evil Robot from Megaman 8, maybe? It would give a reason to bring back Duo.
Title: Re: Mega Man 11
Post by: ServantofCygnus on February 25, 2013, 04:30:46 AM
Quote from: "ChaoticChao"
Quote from: "gamerman"
Ultimate plot twist: At the end it's not actually willy for once!
Instead, bass makes robot masters of his own.
Discuss?
I don't know. Bass was never really interested in Wily's work. Maybe add a different twist to the mix (a new evil mastermind).

UNACCEPTABLE
Bass is probably smarter than wily at this point, let him build his savage robots of death.
Did I mention multiplayer?
Title: Re: Mega Man 11
Post by: Ivory on February 25, 2013, 04:40:39 AM
Except, that isn't in Bass' character at all.
Title: Re: Mega Man 11
Post by: GameAndWatcher on February 25, 2013, 04:43:10 AM
To Be Honest, I'd like to see another MMV, with the Evil Robot from Megaman 8 as the Final Boss, like he is in 8BDM.
Title: Re: Mega Man 11
Post by: fortegigasgospel on February 25, 2013, 04:50:05 AM
Except to our knowledge the Evil Robot was destroyed and never rebuilt (last you see of it is at the end of the intro stage when Wily caries off the tiny orb remains of it), unlike Duo who (presumably) Light sent to Cossack to rebuild.
I base the idea of Cossack rebuilding Duo off the original concept of Duo was actually to be a Cossack robot and bring him back into the story, but after some time they decided an unknown alien robot would more fit the defending the universe from evil idea and allow making him more powerful. Duo was already in concept stages at that point, and many of his Cossack bot design ideas were actually kept in the new design idea for his rebuilt body.
Title: Re: Mega Man 11
Post by: -FiniteZero- on February 25, 2013, 06:24:21 PM
I'd just like to see Cossack in a game again. He's a cool guy, he builds robots and doesn't afraid of anything.
Title: Re: Mega Man 11
Post by: ChaoticChao on February 25, 2013, 07:05:20 PM
When I said a new evil mastermind, I meant a new evil genius (maybe disguised as Wily?)
Title: Re: Mega Man 11
Post by: ServantofCygnus on February 26, 2013, 04:49:25 AM
Quote from: "ChaoticChao"
When I said a new evil mastermind, I meant a new evil genius (maybe disguised as Wily?)

LIKE
EVERY FANFIC
AND MEGAMAN 4 HACK
EVAR
Title: Re: Mega Man 11
Post by: ChaoticChao on February 26, 2013, 12:50:17 PM
Quote from: "ServantofCygnus"
Quote from: "ChaoticChao"
When I said a new evil mastermind, I meant a new evil genius (maybe disguised as Wily?)

LIKE
EVERY FANFIC
AND MEGAMAN 4 HACK
EVAR
So? I haven't played any of those.
Title: Re: Mega Man 11
Post by: fortegigasgospel on February 27, 2013, 05:11:38 AM
Nope, not allowed. Its ALWAYS Wily, no exceptions.
Alien threatens to make Megaman his slave (Terra) = Wily behind it.
New evil scientist (Cossack) = Wily behind it.
Super Computer takes control of robots (CRORQ) = Wily behind it.
Robot forming army and revolting (King) = Wily built robot and found out he made it hate humans too much.
Robot trying to stop Wily's robots from helping him get out of prison (Bass) = Wily behind it.
Robot from future threatens present (R-Shadow) = Wily built it.
Group of Aliens wreak havoc on global level = being controlled by Wily who poisoned the whole planet.
If it is a Megaman game, Wily has to be involved somehow as the true enemy with one glaring exception and that was R&F2.
Title: Re: Mega Man 11
Post by: Ivory on February 27, 2013, 05:28:59 AM
R&F2's relevance to canon can be debated anyways = w=
Title: Re: Mega Man 11
Post by: Donutyoshi on February 27, 2013, 04:21:53 PM
I actually intended my fangame to have Wily not really behind it.

Better yet, I actually went with this.

WILY WAS BEHIND IT, BUT REALLY ANOTHER GUY REALLY WAS BEHIND EVERYTHING. DOHOHOHO
Title: Re: Mega Man 11
Post by: ChaoticChao on February 27, 2013, 04:40:03 PM
So, like the reploid force and sigma (X4)
Title: Re: Mega Man 11
Post by: fortegigasgospel on February 28, 2013, 01:42:53 AM
Quote from: "Ivory"
R&F2's relevance to canon can be debated anyways = w=
Quiet true, it is very debatable. And like Inafune would likely say, he would probably leave it up to each individual person to decide if they feel it is or not, since thats what he says about the events between Classic and X.
Quote from: "ChaoticChao"
So, like the reploid force and sigma (X4)
Yes, the only exceptions in X are Xtreme 1 (Sigma was not behind it, he was fought in the database), X8 (he was the cause though), and Command Mission (takes place after 8, so Sigma is no more)
Title: Re: Mega Man 11
Post by: The_Dude on July 29, 2013, 10:37:24 AM
For a "Mega Man 11" they really should have:

1. No Weapon/Shop limitations amongst the playable characters (like in Mega Man 10)
2. Playable Characters: Mega Man, Proto Man, Roll, Bass, the Robot Masters (like in Powered Up) and Ryu
3. Alternative paths to Robot Master shutter (it surprisingly increases replay value)
4. Create your own Character/Stage (something like Mega Man Universe)
5. A "Retro Mode" (People new/veterans to Mega Man can experience the past's best bosses)
6. Backwards compatibility with 9 & 10 (Load data to use past game's weapons)
7. Hidden Capcom references to other series and a virtual commemorative booklet to past Robot Masters (like Complete Works but also available in other areas)
8. FREE DLC
9. Like CutmanMike said a 2-Player mode, preferably cooperative with friendly fire option
10. Completing achievements unlocks specials (i.e. "Mr. Perfect" completed unlocks features like what's seen in Mega Man: Anniversary Collection)
Title: Re: Mega Man 11
Post by: Kage on July 29, 2013, 12:04:35 PM
If Mega Man 11 is going to be made, this is what I would add (if not all then certain ones):

1.Retro Boss Rushes - Fight all the robot masters from a certain game plus the final wily fight from that game using the weapons from MM11. The boss rushes would  include robot masters from 1 through 11, MM&B robot masters, the Stardroids, the Mega Man Killers from the GB games, and even the Wily's Tower bosses.
2. Devil Boss Rush - Fight every devil boss that ever appeared in the classic series backwards from the possible MM11 devil to the MM1 Yellow Devil.
3. Have the Street Fighter X Tekken Bad Box Art Mega Man as a playable character.
4. Have slide and a chargeable buster available to buy at the shop (then you have to buy no slide and normal buster to remove them).
5. Have Rush Marine return.
6. Implement Rush Drill.
7. Have a rogue sniper joe as a playable character.
8. Have at least one female robot master in MM11.
9. Have suitless MMPU Mega return with Mega Kick.
10. Have a secret (useless) item available to buy for 999 screws then have an achievement that requires you to obtain everything from the shop.
Title: Re: Mega Man 11
Post by: cybersavior on August 19, 2013, 10:10:56 PM
8 new robot masters which must be defeated in order to gain access to Dr. Wily's Citadel

For Wily's Citadel: (yes I know, this is a bit ambitious)
Think a Castlevania/Metroid all encompassing level (non linear), except instead of it being castle Dracula and its surroundings it would be Wily's fortress and surrounding. Have a giant Wily fortress with different themed areas for each of the robot masters from past games. About half the area of a normal robot master level but entirely linear in lay out. You don't have to beat them all to have access to Dr. Wily himself, only certain conditions need to be met and additional rewards are given along with the ability to get any of the old boss weapons (but limit Megaman, Protoman and Bass to only be able to hold 16 weapons at a time.
(unlock Duo as playable when you finish the game)
- Have Zero faintly visible encased in a tube in the background, during the final Wily fight.

Include the ability to make your own single boss levels the size of robot master levels from past games.
Which you could share online individually or use to create sharable Megaman campaigns.

Have completely finishing the game and getting 100%, tie up all the loose ends in the series and connect it with Megaman X.
Title: Re: Mega Man 11
Post by: Alpha X on August 23, 2013, 04:01:59 AM
i want two things:
-capcom staff reading this
-and .....mm11 released

PS:anyway they say that we haven't seen the last of the "blue bomber" so i think that the classic series isn't dead yet  :mrgreen:
Title: Re: Mega Man 11
Post by: -FiniteZero- on August 23, 2013, 05:36:31 AM
I probably said this before, but...

I want this game to not be 8-bit.

Granted, to round out the "retro" trilogy, it probably will be anyway.

First, there was the Wily Wars trilogy, with Mega Man 1, 2, and 3.
Then there was the False Enemy trilogy of 4, 5, and 6.
After that is the Awkward trilogy of 7, 8, and Mega Man & Bass.
Finally, there's the Retro Revival trilogy of 9, 10, and probably 11.

Maybe after THAT we can finally get the Next Gen trilogy.
Title: Re: Mega Man 11
Post by: NemZ on August 23, 2013, 11:58:02 AM
They tried that and you labeled it the 'awkward' trillogy for a good reason.  Classic megaman is 8bit, period.

I'd really like to see someone do an 7/8FC-style conversion to make x4-8 into SNES games and maybe scrape some of the bullshit off of them along the way.   If that means reinventing x7 from scratch then fine, nothing of value will be lost anyway.  Perhaps xtreme 1&2 in GBA as well... those did NOT fare well as GBC games.
Title: Re: Mega Man 11
Post by: Magnet Dood on August 24, 2013, 01:24:01 AM
Why the hell is 7, 8, and &B labeled the awkward trilogy? You can't just call Classic Mega Man only the 8-bit games, all of it is Classic Mega Man. Besides, I liked 7 and &B better than about half of the 8-bit ones (1, 3, and 6). 8's pretty average but still good.

Anyway, if I had to say what I would want in MM11, I'd just say cool weapons. 5 had a bunch of different and unique weapons (except maybe Star Crash) and making a bunch like that would be awesome.
Title: Re: Mega Man 11
Post by: Geno on August 24, 2013, 01:37:36 AM
Quote from: "-FiniteZero-"
After that is the Awkward trilogy of 7, 8, and Mega Man & Bass.

Don't you mean

The awesome trilogy? :cool:


Seriously though, Capcom has learnt from MM8.

That is, if a classic series main game is not 8-bit, the majority of the people whine and complain about it.

So, in other words, if Capcom made 3 games after 11, they'd be 8-bit too.
Title: Re: Mega Man 11
Post by: Laggy Blazko on August 24, 2013, 02:03:04 AM
I hope i'm not the only megaman fan in this forum who hates the classic megaman sprite (EDIT: OK, i don't hate it but I think it looks very crappy) and likes the mm8 style.
Title: Re: Mega Man 11
Post by: Ivory on August 24, 2013, 02:06:40 AM
The main issue is, the graphic style is hardly what makes the game good or not. One of MM8's gameplay problems was a result of having over the top gimmicks that impeded on gameplay too much. Heck, even if MM11 was in Wily Wars graphic style, it would be great. I'm just sick of the trend of Classic Mega Man games HAVE to be 8 Bit.

MM9 was meant to be nostalgic and thus 8 bit. MM10 was just cashcowing off of MM9's success which included the nostalgia tapping 8 bit style.

Edit: You aren't alone in that thought. MM8/&B style is actually my favorite classic graphic style.
Title: Re: Mega Man 11
Post by: NemZ on August 24, 2013, 03:14:10 AM
i would agree that &b probably is the best graphical take on the series, and definately above average gameplay-wise, but there's still a noticeable difference in the way the game plays because of all that fancy animation.  It just isn't as responsive and each screen feels a little cramped.  Nowhere near as bad as 7 or 8, but still.  fix that, make all 8 RMs available from the start and replace tengu & astro with originals and it would rank at the top.
Title: Re: Mega Man 11
Post by: Dark Phil on August 28, 2013, 01:02:00 AM
What would be nice (to appease all fans) is the ability to choose graphics. So you could choose to play it in 8-bit, 16 bit, etc. The game should be the exact same no matter how you have it set, meaning the ratio of Mega Man to the screen should remain the same but the graphics could look spiffier.

Also, It would be pretty sweet to get the rush armors in the game (the two from 6 and the one from 7).
Title: Re: Mega Man 11
Post by: Trainer Ed on October 31, 2018, 03:11:07 AM
Well, it's out now.

It features the ability to slow time and charge up Robot Master weapons like Megaman X.
Its bosses are:
-Acid Man
-Block Man
-Torch Man
-Blast Man
-Tundra Man
-Impact Man
-Bounce Man
-Fuse Man

And the Yellow Devil is back and also there is no 8/16-bit modes. Sorry, Dark Phil.

I probably pissed off a lot of people by bumping this up here, but still. Sometimes it's good to look back at our past expectations and compare it to reality.

(https://i.ytimg.com/vi/3aSC5A726f0/maxresdefault.jpg)

There was also this other game Keji Inafune made in-between, but we don't talk about THAT.
Title: Re: Mega Man 11
Post by: Hunters120 on June 19, 2020, 01:10:38 AM
The soundtrack and some of the assets coming from this game is implemented to Mega Man Maker as of 1.6.
Title: Re: Mega Man 11
Post by: proto_man 3000 on August 26, 2020, 03:38:12 PM
Already came out lol. I kinda wish it was 8-bit graphics and everything tho.


Title: Re: Mega Man 11
Post by: fortegigasgospel on September 04, 2020, 10:44:48 PM
Already came out lol. I kinda wish it was 8-bit graphics and everything tho.
Frankly its actually good it didn't, 9 was ok for nostalgia, but it reverted too much progress, they needed to make progress with the series, put it to the standard of modern games that could appeal to a new generation of people instead of pandering to the niche oldies with graphics that won't attract a younger audiance.