Cutstuff Forum

Gaming => Mega Man Discussion => Topic started by: Accel on August 30, 2012, 12:55:56 AM

Title: Megaman Unlimited
Post by: Accel on August 30, 2012, 12:55:56 AM
Alright, so I've been tracking this fangame since... way back when it was called Megaman 10. Honestly, I'm kinda suprised there isn't a topic for this. Now, I'm not GREAT at this whole, topic making thing, but have the two trailers of what looks to be a superb fan-game.

First Trailer (http://www.youtube.com/watch?v=eI6RcuG6HJo)

Second Trailer (http://www.youtube.com/watch?v=bTj-YbyKaMc&feature=channel&list=UL)
Title: Re: Megaman Unlimited
Post by: LlamaHombre on August 30, 2012, 01:06:24 AM
When it comes out I'm sure it'll be a fine piece of game that'll surpass MM2 in every damn way, but right now MegaPhilX hasn't sold me into really enjoying his product. It seems like it'll become the baseplate for every real fangame from now on and the kind of product only hipsters end up really enjoying. Don't get me wrong, it seems like a quality piece of work, but nothing's really wowed me yet and already the fanbase is treating it like the third coming of Jesus Christ. It also seems to treat the fact that it has NAIL MAN and GLUE MAN as seriously as it does already smells like disaster

I suppose I'll give my real opinion about it should it ever be released.

For those who want to see the trailers without leaving the page like Accel was trying to do:

(click to show/hide)
Title: Re: Megaman Unlimited
Post by: Accel on August 30, 2012, 01:07:58 AM
Thanks. I tried using the youtube tag myself, but for some reason it just stretched the page, without embedding the videos.
Title: Re: Megaman Unlimited
Post by: TheDoc on August 30, 2012, 01:26:19 AM
*strokes chin*.....Well......it seems really cool, but for some reason, it's..how do I put this?...it's not really, like Llama said, WOWOWOWOWOWOWOWZing me, but it looks interesting. I may look into this, but for now, I want to see if it actually takes off and doesn't crash into the ground.
Title: Re: Megaman Unlimited
Post by: MusashiAA on August 30, 2012, 02:00:50 AM
Rockman 4 Minus Infinity is the pinnacle of the Classic formula AND fangaming. You can't get any better than that. Might play this (that is, if it comes out before it's shitcanned by a devteam hissy fit :I), but I don't have (and never had) much hopes for this to be a smashing success, mostly because I prefered 4MI over this (come on, you can't deny it, it's the best MM game ever made).

Too much hype before anything solid right off the bat is what threw me out of this game's loop.
Title: Re: Megaman Unlimited
Post by: CutmanMike on August 30, 2012, 02:06:10 AM
It's also one of the many fangames that is long overdue. If you rode the hype train on this one you'd be fed up of waiting by now. How long can it really take?

Don't get me wrong it does look fun, but I've always hated the robot master creations. Nail man? It's not even a cheesy fun robot master like Top man, it's like he just looked around the stuff in his room and came up with the robot masters.

Quote
Rockman 4 Minus Infinity is the pinnacle of the Classic formula AND fangaming. You can't get any better than that.

It is really good as a rom hack, but as a mega man game I think it's a little overrated in that aspect. From a technical standpoint it's amazing, but a good Mega Man game? It's a mess, there's very little consistency and balance I find. Still, I'm not hating! It's the most fancy Mega Man rom hack to date!
Title: Re: Megaman Unlimited
Post by: MusashiAA on August 30, 2012, 02:25:18 AM
Quote from: "CutmanMike"
It's a mess, there's very little consistency and balance I find.

There's no balance in MM2 either, and you can't expect consistency in a game with way too many different things thrown at the player's direction. Does a single-player game that tackles the player with real difficulty instead of virtual difficulty really care about OP weapons (Gradius series)? There are a lot (and different kinds) of enemies (as well as many kinds of traps and abnormal bosses), and each weapon still needs some skill to be effectively used. Spam is innefective, bumrushing will get you killed, you need to persevere and the game gets harder to a point where skills and patience will get you through. That, for me, is a good game.

If Mega Man's not that, then it's just thigh and polished game design, which I appreciate, but that alone can't be the selling point of it, and if done repeatedly it justs leaves the playerbase waiting for more.

Hopefully this doesn't borrow much from MM9 and MM10. Anything new is welcomed. Just keep the pizazz hype at a low and focus on selling the thing that makes or breaks a game's success: GAMEPLAY DESIGN.
Title: Re: Megaman Unlimited
Post by: TheDoc on August 30, 2012, 02:37:11 AM
Quote from: "MusashiAA"
Spam is innefective,

Actually, I'd say spamming Water Cutter (and possibly Otoad) is pretty dang effective.
Title: Re: Megaman Unlimited
Post by: CutmanMike on August 30, 2012, 02:44:55 AM
Quote from: "MusashiAA"
Quote from: "CutmanMike"
It's a mess, there's very little consistency and balance I find.

There's no balance in MM2 either, and you can't expect consistency in a game with way too many different things thrown at the player's direction.

I agree, I'm not one of the ones that praises MM2 as the best Mega Man game either!
Title: Re: Megaman Unlimited
Post by: PressStart on August 30, 2012, 03:30:39 AM
I can't blame him for calling it Mega Man 10 in the first place; I seriously thought after 9 we wouldn't see a Classic Mega Man sequel for another 1,000 years. Of course, now that he calls it Unlimited, Capcom refuses to make a Mega Man 11. Maybe another name change is in order...
Title: Re: Megaman Unlimited
Post by: Accel on August 30, 2012, 03:53:50 AM
Well, two things. One, several of these robot master designs appear to be based off designs he made in his childhood. While I agree stuff like Nailman and Glueman isn't very appealing, the game itself looks fairly fun.

Apperantly they're in the final stages of the game. I hear they're working on the Wily Castle stages and bosses currently.
Title: Re: Megaman Unlimited
Post by: Hallan Parva on August 30, 2012, 08:01:24 AM
Quote from: "Mush"
Rockman 4 Minus Infinity is the pinnacle of the Classic formula AND fangaming. You can't get any better than that.
I totally agree one hundred and twenty percent.

Is it a perfect game? No. Is it fun, though? You better believe it son.

4MI is probably the best fan anything I have seen and will probably ever see. There's so much content packed into the limiting ROM space it's truly mind blowing, and the Continuity Porn around every corner had me running down memory lane so fast I might have plowed into a metaphorical brick wall.

I mean seriously, Rockman 4 Minus Infinity is the shit. The stages are all unique and have drastic gimmicks unlike anything I've ever seen in a game like this, much less a Mega Man title. The enemies return from all walks of Mega Man life, and not only are there numerous bosses (Stardroids be wreckin' yo shit) but you can use the weapons of nearly every boss. Although the standard limit of 8 weapons is still present (plus 3 support tools), the game virtually doubles that amount with all the assorted weapon drops scattered through the game. Oh, and speaking of the weapons? BALLS OFF THE DAMN WALLS. When I noticed that "White Magic - Toad" surrounded the player with stars a la NES Final Fantasy 3 I literally squealed like a little schoolgirl.


...
HOWEVER THIS THREAD IS FOR UNLIMITED SO LET'S TALK ABOUT THAT

When I first saw this game, it was through a stage preview of Comet Woman. Her design was neat, the splitting Quick Beams seemed interesting enough (remember, this was before MI blew the door off the freakin' hinges) and the stage itself looked pleasing to the eye. I wasn't too fond of the idea of Nail Man, but seeing as at the time the stage was going to contain Hammer Man and Glue Man as mid-bosses, I was in support for a run-and-gun Home Depot of death. Yes the design might have been silly but Mega Man is a silly game. I mean seriously, consider Snake Man for a second. The series focuses purely on robots that want to destroy Rock for some reason or another, right? Well, instead of building a killer snake robot or a giant viper or something, the nefarious Dr. Wily and the illustrious Dr. Light put their award-winning genius brains together and come up with a somewhat chubby man with a snake helmet around his face. I'm not saying I hate Snake Man (he's actually one of my favorites), I'm just trying to point out how absurd even the canon Robot Masters can get.

However, I agree with Mike in saying this game is taking half a century to put together. To be completely blunt about it, I've lost any and all interest in this project a long time ago. If I happen to have any remaining scraps of curiosity, I'll only bother to collect them and dust 'em off when some physical (playable) progress is, you know, shown to the public. Hell, I'll settle for a one-stage demo like Donutyoshi did. I just want more than Flash video "simulations" and video of Ninji from Super Mario Bros. 2 running across a series of empty rooms.



You know what other game's been hyped up for a while? Mega Man 3D. I wonder how far those guys are...
Title: Re: Megaman Unlimited
Post by: Donutyoshi on August 30, 2012, 02:25:54 PM
Children need to learn the difference between a fangame and a romhack.

I'd honestly say MM4MI is basically Megaman 4 remixed. Nothing TOO special.


I been very neutral of Megaman Unlimited. As I do remember start making my own fangame thingy thing, before I heard of Phil's game. I actually heard of it when I was searching for the right kind of Megaman engine to use.

Quote from: "SmashBroPlusB"
Hell, I'll settle for a one-stage demo like Donutyoshi did.
Actually I never actually did anything like that. If you thinking that old thing I posted on YYG, than no. That's not actually a demo. That alpha and beta there isn't a demo too.

Unless you thinking my other projects, which I'm sure I didn't do a 1 stage demo of. Are you hacking my computer?  :ugeek:
Title: Re: Megaman Unlimited
Post by: Magnet Dood on August 30, 2012, 10:54:52 PM
Quote from: "Donutyoshi"
I'd honestly say MM4MI is basically Megaman 4 remixed. Nothing TOO special.

Dafuq.

They changed nearly everything in that game. EVERYTHING.

A remixed Mega Man 4? With loads of new gimmicks, enemies, bosses, music, stage layouts, and the like? I think not.

Rockman 4 Complete Works was remixed. Not 4MI.
Title: Re: Megaman Unlimited
Post by: Donutyoshi on August 30, 2012, 11:02:36 PM
Well, actually that's not the term I'm looking for. It's a chocolate romhack. F*cking morons don't know shit.

Also why are you guys talking about this hack in a topic which is supposed to be for Unlimited. It's annoying people like me who had made a fangame and romhack at one point. Aaaaaaaaa
Title: Re: Megaman Unlimited
Post by: Magnet Dood on August 30, 2012, 11:13:21 PM
It's not nice to call people "fucking morons."

Anyway, Unlimited looks cool I guess. I'd like to see some progress, though.
Title: Re: Megaman Unlimited
Post by: TheDoc on August 31, 2012, 12:30:10 AM
Quote from: "CutmanMike"
How long can it really take?

Quote from: "SmashBroPlusB"
However, I agree with Mike in saying this game is taking half a century to put together.

Quote from: "Magnet Dood"
I'd like to see some progress, though.

Quote from: "I"
Wish there was more progress shown.

I hope the devs of MMU are looking at this. I'm pretty sure we're all saying the same thing.
Title: Re: Megaman Unlimited
Post by: Accel on August 31, 2012, 05:43:17 AM
I did some digging, and I found this on the official FB. While it's not a Demo, it's a list of the progress from about a month ago.

[Spoilered in order to not stretch the page.]
(click to show/hide)
Title: Re: Megaman Unlimited
Post by: Magnet Dood on July 14, 2013, 12:45:39 PM
Now this topic is completely relevant again!

MMU is set for release today. What are your thoughts as the game finally sees the light?

To be honest I've never been very excited for it in the first place, but it's a huge accomplishment for the development team after producing it for upwards of two years. I'll probably try it out and fail miserably.
Title: Re: Megaman Unlimited
Post by: FTX6004 on July 14, 2013, 02:22:43 PM
I can't wait to play it i will make some skins from that awesome fan game!
Title: Re: Megaman Unlimited
Post by: -FiniteZero- on July 14, 2013, 03:55:51 PM
Well, I downloaded it. Unfortunately, it won't run.

EDIT: Okay, the exact problem is that I just get a white screen. The game still technically "runs", but I can't see anything. I looked in the bugs section of the site, and a few others are having the same issue. Unfortunately, nobody has posted a working solution yet.

Where could I get the soundtrack? I looked in the "soundtrack" tab, but I can't find anything to download.
Title: Re: Megaman Unlimited
Post by: tsukiyomaru0 on July 14, 2013, 05:22:44 PM
Quote from: "-FiniteZero-"
Well, I downloaded it. Unfortunately, it won't run.

EDIT: Okay, the exact problem is that I just get a white screen. The game still technically "runs", but I can't see anything. I looked in the bugs section of the site, and a few others are having the same issue. Unfortunately, nobody has posted a working solution yet.

Where could I get the soundtrack? I looked in the "soundtrack" tab, but I can't find anything to download.

Quote
IMPORTANT:

 *  At least 500 MBs of RAM is required to play Megaman Unlimited. Make sure you have at least that amount of free RAM.
 *  If the game doesn’t run on your computer, please download and install the Microsoft Visual Studio 2008 Redistributable package found here.
 *  If you are running the game on a laptop, make sure your power settings are set to focused on performance.
 *  If you are using Windows 8 and the game doesn’t run, right-click on mmu.exe, select Properties, Compatibility and set the .exe to run in Windows 7 Compatibility Mode.
 *  Make sure you check out the README.txt file for more information.
Title: I'm just too used to save states
Post by: Beed28 on July 14, 2013, 05:27:31 PM
Hmm. I've been reading about the difficulty. I'll probably skip this unless there's an Easy Mode or cheat codes such as invincibility.
Title: Re: I'm just too used to save states
Post by: tsukiyomaru0 on July 14, 2013, 05:38:26 PM
Quote from: "Beed28"
Hmm. I've been reading about the difficulty. I'll probably skip this unless there's an Easy Mode or cheat codes such as invincibility.
if you have cheat engine, you will need to find the values for health (two different addresses, 1 byte, decimal value = 28 at full health) and for invulerabilty frames (address 062F6BE7, 1 byte, 0 when vulnerable and 1 when flickering/invulnerable). I'll go check if the addresses still works.

EDIT: checked for invulnerability.
Title: Re: Megaman Unlimited
Post by: -FiniteZero- on July 14, 2013, 06:44:11 PM
I DID do all those things, tsuki.

I do have the required amount of RAM as well.
Title: warning - high levels of sarcasm detected
Post by: Hallan Parva on July 14, 2013, 07:30:56 PM
Mega Man Unlimited has met Cutstuff players and has received great reviews!

(click to show/hide)
Title: Re: Megaman Unlimited
Post by: Max on July 14, 2013, 08:13:28 PM
Freeman likes this game



"It's like a dick

It's long and hard and it rapes you at every opportunity" -YD, 2013
Title: Re: Megaman Unlimited
Post by: Ivory on July 14, 2013, 08:18:02 PM
Korby and I apparently have the same graphics issue in a lot of things >_> <_<

Playing MMU is fun.
(click to show/hide)
Title: Re: Megaman Unlimited
Post by: Tengu on July 14, 2013, 08:19:12 PM
I have that graphics problem too!

It's so obnoxious. This game apparently requires good CPU specs to run. This just mystifies me.
Title: Re: Megaman Unlimited
Post by: ZeStopper on July 14, 2013, 08:22:17 PM
The first picture shows Megaman's rarely shown true face.
Title: Re: Megaman Unlimited
Post by: Stardust on July 14, 2013, 09:13:47 PM
A lot of fangames bloomed lately, Sonic after the Sequel, Mega Man Revolutions, now this... can't finish them all

So the game REALLY is hard. I started with Nail Man and failed so badly. I don't understand why the MM9-styled level is so hard and Hammer Man, the "mini-boss", so cheap to beat. He deserves more attention.
Through the harder the better because it means more time to play it.
Also is it me or Yoyo Man's stage's music was used in 8BDM, like, in Snakes in Spaces or something ?

Also Ivory there's an option to resize the screen, not sure if it may help but to access it, from the main screen (blue/cyan menu), press two times Down and then Enter, and use right/left to change the size ----  and then just press Up and Enter to come back to the menu-
Title: Re: Megaman Unlimited
Post by: Magnet Dood on July 14, 2013, 09:19:57 PM
Is it just me, or does all the music they used to replace Kevviiinnn's songs suck?

Seriously, the only songs I could enjoy were Yo-yo's and Glue's themes. I miss the old Jet, Trinitro, and Nail Man songs- those were all so good.
Title: Re: Megaman Unlimited
Post by: FTX6004 on July 14, 2013, 09:23:16 PM
Heh i like tankman's theme as the best theme and i have hear for the fortress stage theme they are good too but will mm8bdm use yoyoman's new theme in that MMCTF map?
Title: Re: Megaman Unlimited
Post by: ZeStopper on July 14, 2013, 09:38:32 PM
Destructoid gave it 9.5/10. That's god nuff for me.
Title: Re: Megaman Unlimited
Post by: Ivory on July 14, 2013, 09:42:48 PM
Quote from: "Stardust"
Also Ivory there's an option to resize the screen, not sure if it may help but to access it, from the main screen (blue/cyan menu), press two times Down and then Enter, and use right/left to change the size ----  and then just press Up and Enter to come back to the menu-

I know, and it fixes nothing. And when I looked into it, it seemed to be a somewhat common problem.
Title: Re: Megaman Unlimited
Post by: Stardust on July 14, 2013, 09:53:01 PM
Quote from: "Magnet Dood"
Is it just me, or does all the music they used to replace Kevviiinnn's songs suck?

Seriously, the only songs I could enjoy were Yo-yo's and Glue's themes. I miss the old Jet, Trinitro, and Nail Man songs- those were all so good.
Not sure if Rainbow Man's theme was made by Kevviiinnn, but if not then it's the exception. Really it looks like to a kind of mix tonalities ! and anyway RM was one of the firsts Robot Masters shown so those who followed him since its MM10 oldname probably love to finally play the game with RM's music for free. Too bad you can't listen to it because you die right some secondes later because of some random laser coming out of nowhere.

Talking about Yoyo Man, yeh, it comes from 8BDM- I mean they used it too, it's Victory Isle (CTF07)'s theme.

Quote from: "Ivory"
I know, and it fixes nothing. And when I looked into it, it seemed to be a somewhat common problem.
I have no idea if it could do something but maybe is it about DirectX, I looked in the MMRevolutions download page and they said it was needed to make MMR works. Otherwise I just don't know what could go wrong, even my dusty computer that plays TF2 with 3FPS seems to have neat graphics.
Title: Re: Megaman Unlimited
Post by: Superjustinbros on July 14, 2013, 10:56:05 PM
I find it strange that both Rokko Chan and MMU have a "JetMan".

I just hope this game doesn't do that "A=Cancel/B=Accept" bullcrap that was in Revolution.
(click to show/hide)

Oh, and hello MM9 "ramp up the difficulty immensely on some random part of the level" gimmick.
Title: Re: Megaman Unlimited
Post by: Ivory on July 14, 2013, 11:24:29 PM
Quote from: "Superjustinbros"
I find it strange that both Rokko Chan and MMU have a "JetMan".
I'm pretty sure everyone and their dog had the idea for a "Jet Man" at some point in their life.
Title: I swear I must hold the record for "youngest level designer"
Post by: Hallan Parva on July 14, 2013, 11:31:58 PM
I didn't


I was the weird kid who thought Hover Man would be more useful for platforming :ugeek:
Title: Re: Megaman Unlimited
Post by: Geno on July 15, 2013, 01:30:10 AM
And I never thought of Jetman becauseI wanted to be original (which lead to GameGenieMan and NESMan)

ANYWAY, when I was playing this game, my sister came in, and when she saw Cometwoman, she noticed the green-ish, spiky helmet and said:

"Oh no, it's Terra!"

Then, I replied...

"Must be Terra's wife."

...
Oh no, no, no, no, no, no twisted fanfictions, PLEASE?!
I must be the weirdest person I know.


ANYWAY, I like this game. It's quite hard, but mind you that was my opinion of MMI(GB), and MM9, until I got the hang of it and adjusted to the high difficulty, so I should be able to beat it in a few months.
Title: Re: Megaman Unlimited
Post by: FTX6004 on July 15, 2013, 07:37:40 AM
Quote from: "Superjustinbros"
Oh, and Wily's kidnapper is clearly Bass.

I was thinking about the same thing too.
Title: Re: Megaman Unlimited
Post by: Rozark on July 15, 2013, 08:17:25 AM
I'm up to Fortress Stage 4 right now, and for a hint at what's to come up to this point concerning fortress bosses:
(click to show/hide)

As for my other thoughts; I like this game. Sure, it may be challenging and "cheap" in some areas, but as you get more weapons and learn more of the story it just becomes amazing.

Hopefully I'll be able to clear the game tomorrow/whenever I wake.
Title: Re: Megaman Unlimited
Post by: Max on July 15, 2013, 10:25:13 AM
Weakness chain in the spoilers

(click to show/hide)
Title: Re: Megaman Unlimited
Post by: JaxOf7 on July 15, 2013, 12:13:59 PM
Quote from: "Yellow Devil"
(click to show/hide)
(click to show/hide)
Title: Re: Megaman Unlimited
Post by: Max on July 15, 2013, 12:31:24 PM
Yeah don't shoot him in the head
Title: Re: Megaman Unlimited
Post by: Beed28 on July 15, 2013, 12:47:18 PM
I guess I'll have to wait for a longplay video playing the entire thing where the user doesn't record their own voice. :|
Title: Re: Megaman Unlimited
Post by: -FiniteZero- on July 15, 2013, 01:07:05 PM
Okay, to anyone still having issues getting it to work:

http://megaphilx.com/?topic=white-screen-2&paged=2 (http://megaphilx.com/?topic=white-screen-2&paged=2)
Title: Re: Megaman Unlimited
Post by: CHAOS_FANTAZY on July 15, 2013, 09:46:45 PM
Well, I finally picked it up, been fiddling around.  Defeated Yo-Yo and Comet, and reached just about everyone else (Except for Rainbow, he's too flamboyant). Slowly but surely moves my might!

I think the difficulty in every review ever is overexaggerated.  There are a few unfair bullshit moments (Like, I dunno, all of Glue-Man's fight), but it's blown way, way out of proportion.  Rockman No Constancy punched harder than this, and I know all of you liked that.  I'm not feeling so much of the wonky physics claim, and plot and graphics feel like they were meant to be in a Mega Man game.  The enemies aren't unfair and the fact that the player cannot used charged shots was clearly taken into account, as almost every enemy dies in 1-4 hits.  Other than aforementioned unfair bullshit moments and the atrocious boss theme, I like this game and I am having fun playing it.  But I also had fun playing SFxMM.  Ah, who am I kiddin', I'm a total sucker for challenge.

As an aside, (Spoiler does not contain spoilers)
(click to show/hide)
Title: Re: Megaman Unlimited
Post by: Rozark on July 15, 2013, 10:19:18 PM
I've seen that, rather, screened it myself too.
(click to show/hide)


Also, I finished the game. Possible spoilers/postgame thoughts.
(click to show/hide)
Title: Re: Megaman Unlimited
Post by: Beed28 on July 15, 2013, 10:45:50 PM
Quote from: "Rozark"
Also, I finished the game. Possible spoilers/postgame thoughts.
(click to show/hide)
(click to show/hide)
Title: Re: Megaman Unlimited
Post by: Rozark on July 16, 2013, 01:30:27 AM
I knew I should've labeled that spoiler "Not Safe for Beed"
But no, I'm not spoiling anything.
Title: Re: Megaman Unlimited
Post by: -FiniteZero- on July 16, 2013, 01:41:11 AM
...By the by, am I the only one annoyed that Nail Man's theme was changed from something REALLY awesome to something generic?

Same problem with Tank Man's theme. Also, this version of Comet Woman's theme isn't as good as the previous two versions.

I know it's sorta nitpicking, but those were perfectly good music tracks.
Title: Re: Megaman Unlimited
Post by: Captain Barlowe on July 16, 2013, 04:13:23 PM
So, my review of Mega Man Unlimited (this is my opinion so take it as you will)

Phil wasn't kidding when he said he based this game off of MM9. It shares some of the same cheap difficulty, and there's loads of points where you'll die easily. Dying is a major no-no, too, as checkpoints are far apart, causing you to redo harder segments of a stage over. It's kind of annoying, dying over and over again, but it forcibly teaches you how to deal with each stage, which is okay later on(Rainbow Man's stage in particular).

However, like MM9, the weapons are extremely helpful in traversing each of the stages. Nail Shield trivializes any problems with projectiles and enemies located in really stupid spots, Comet Dash helps deal with hard/unsure platforming along with providing invincibility frames, Yoyo Cutter is essentially Metal Blade/Shadow Blade, Tank Arsenal is really great against the floor huggers and unlocking easy shortcuts (Glue Man has a shortcut that skips like half the level), Jet Missile helps with out of the way enemies, Glue Shot is basically Concrete Shot and definitely helps with Rainbow Man's stage, Rainbow Laser cuts through shields, same with Nitro Blast, and Yoku Attack is probably the best Hornet Chaser ever (You can get some really out of the way lives with it easy. No E-Tanks, sadly).

Each of these weapons really help deal with the OHKO difficulty, but the main difficulty is actually getting to them. The stages are extremely tough and require patience, platforming, and being able to prioritize threats and deal with them. If you rush ahead, chances are you'll fall by a random enemy, take loads of damage before a mid-boss, or mess up really simple jumps. After being able to memorize each stage, it's fairly easy to run by each of them (a concept which I dislike for the same reasons I dislike MM9, but I digress). Even the hardest and longest stage, the REMATCH stage, is simple once you figure out how to deal with it. It just requires a lot of retries to get it down pat. The difficulty itself can only be summarized as quadratic; it is difficult early on, but gets somewhat easier as you progress.

The bosses were also hard but fun once you got the pattern down. Tank Man was the first boss I picked, and was hard until I figured out what to do. The majority of the bosses are like that, especially Jet Man, who has an obvious pattern but will catch you off-guard. I'm not going to spoil much about them, since it is something that needs to be experienced. I would say the best boss fight was against Yoku Man, who is just silly. The boss attacks are unique and interesting, and I admit I had fun fighting each of them.

The music is mixed for me. I never really appreciated Rainbow Man's theme because of the weird pitching, Comet Woman's song is okay at first but suffers from argh accompanies and pitches later on. Hearing some of the replaced music startled me, but like the game, it grew on me (especially Jet Man's theme). Glue Man's Theme is really nice and slow paced, and uses each of the instruments/duty cycles to fit the stage wonderfully. Jet Man's intro is wonderful, and the echo effects and pitch bends are well used. Nail Man's theme I did find generic, but the bass, percussion, and accompanies give it a construction-like feel. Tank Man's theme actually gives a musical nod to his old theme, and is one of my favorite tracks next to Jet Man and Yoku Man's. Nitro Man's theme was another that I found generic, but I can see where he was going with the Solar Man-ish sound (I still prefer his old version, though). Yoyo Man's theme is awesome as ever, and Yoku Man's theme got an upgrade that I enjoy immensely. The boss track is argh and probably my least favorite track. All in all, the music is pretty good but there's still some tracks that just don't sound right.

Problems that struck me as glaring are the Rush Jet segments in a later stage 1 (dying at the boss causes you to restart at the beginning of the second Rush Section which is butts because of the lack of RESPAWNING Weapon Energy), the weirdly placed checkpoints, especially in Later Stage 3 (THERE'S A BOSS CORRIDOR AND YOU'RE STILL KICKED TO THE PREVIOUS SCREEN BEFORE IT IF YOU DIE TO THE BOSS), and the majority of Nitro Man's stage, but notably, the last section before the boss door. The last part of the game I won't spoil, but as other people implied here, it's pretty awesome or okay if you saw it coming. The engine is solid, and controlling Mega Man isn't really an issue. Mega Man Unlimited is a good, yet very difficult fangame that almost catches the feel of an official game, although the slow start and cheap difficulty causes it to fall very short on the fun factor and adds heavily in the frustration factor.

EDIT: I REMEMBER PROBLEMS AGAIN More problems that I forgot
-Enemies were annoying if they hit you because of the damage (You should never, ever need to use E-Tanks on a stage)
-Bosses also did some nasty contact damage
-Later Stage 1 is a terrible stage because of those dumb rush jet segments and checkpoints
-Trinitro Man's Block gimmicks hurt and the last segment was sort of BS
-Rainbow Man's Stage is BS on a first/second if you're going for the level try because of the laser gimmicks and the badly placed checkpoints
-Without the shortcut, Glue Man's last platypus is terrible
-Some of the cutscene graphics were weird, and the story was predictable
-ProtoMan's message would replay if you restarted after a game over
-I didn't have a problem with the hardware requirements but it's questionable
-Later Stage's checkpoints are terrible in general
-Pit spams and spikes are not fun on a first try
-Wily 4 is BS times 7 times longness
Title: Re: Megaman Unlimited
Post by: Ivory on July 16, 2013, 04:22:36 PM
Quote from: "ThatGuy74"
despite the slow start, it gets better later on.
This is to me is the greatest flaw about the game's design. A good game should be fun to begin with, fun to the end. Getting fun once you get the tools to go through the levels is actually pretty poor game design.
Title: I'm bad at ending points
Post by: Captain Barlowe on July 16, 2013, 04:33:07 PM
I found that to be the biggest flaw too, and some frustrating moments with that are ragequit enducing. It's a painful process that for the start, I didn't enjoy at all. It took until Yoku Man's stage where it was much more enjoyable.
Title: Re: Megaman Unlimited
Post by: Beed28 on July 16, 2013, 04:35:52 PM
...yeah. Definitely skipping this game. The difficulty is not my cup of jelly. :(

I've never used Cheat Engine before, so I don't know how trustworthy that is.
Title: Re: Megaman Unlimited
Post by: Messatsu on July 16, 2013, 10:55:31 PM
Quote from: "Yellow Devil"
Weakness chain in the spoilers

(click to show/hide)

My thoughts on weakness chain...also spoilers:
(click to show/hide)
Title: Re: Megaman Unlimited
Post by: Rozark on July 16, 2013, 11:16:41 PM
The ACTUAL weakness chain is:
(click to show/hide)
Title: Re: Megaman Unlimited
Post by: Beed28 on July 16, 2013, 11:46:45 PM
I have a request. Can someone find me a playthrough of this without any audio commentary?
(I'm fine with commentery being in subtitles or annotations)
Title: Re: Megaman Unlimited
Post by: Hallan Parva on July 16, 2013, 11:55:30 PM
Quote from: "CHAOS_FANTAZY"
Rockman No Constancy punched harder than this, and I know all of you liked that.
personally speaking I say RnC can go suck my dick but whatever



not even halfway through the thing, I really see that special weapons (especially BIONIC ARM) are sort of mandatory for having fun

and that's a really really stupid "design choice"
Title: Re: Megaman Unlimited
Post by: Linnie on July 17, 2013, 02:06:34 AM
I found about and started playing this game today.

Oh my goodness this is hard. I've never played any of the ROMhacks, so I don't know the standard difficulty of those, but, this game is absolutely dominating me. I've been at it for almost three hours and the only RMs I've beaten (or even gotten to) are Yo-Yo Man and Comet Woman. At one point the game just started spitting lives at me because I was stuck on Yo-Yo Man's stage for so long. (I had gotten to the door, so I kept playing the level over and over again so I could beat an RM already.)

I'm not entirely sure I can beat this game.

EDIT: Okay seriously, half of Rainbow Man's stage is flat-out impossible without memorization.
Title: Re: Megaman Unlimited
Post by: ZeStopper on July 17, 2013, 02:44:36 AM
I want this guy to make a normal mode that's easier than the standard, but not too easy.
Other than that, Mega Man Revolution beats this in term of content and difficulty. People are giving Revolution way less complains.
Title: Re: Megaman Unlimited
Post by: tsukiyomaru0 on July 17, 2013, 03:56:59 AM
Quote from: "ThePlayer"
I want this guy to make a normal mode that's easier than the standard, but not too easy.
Other than that, Mega Man Revolution beats this in term of content and difficulty. People are giving Revolution way less complains.
True that! My only complaints about Revolution were about a glitch involving double jumping from ledges as Bass (If you are walking and too close to the ledge, it won't allow to jump more than once) and a critical annoyance in Hasteman's stage for Bass (DAMNIT QUICKBEAMS!)

But Unlimited? Lacks EVERYTHING! The game is harder than Rosenkreuzstilleto, The shop is very lacking on worthy items (save for ONLY one), all stages abuses deathtraps way too much and Trinitroman is absurdly dumb as a boss (two reasons: he will try to take you with him and he has the simplest pattern in videogame history.
Title: Re: Megaman Unlimited
Post by: Rozark on July 17, 2013, 04:26:01 AM
If that's Energy Balancer, then you're not Etanking hard enough.
Title: Re: Megaman Unlimited
Post by: Hallan Parva on July 17, 2013, 04:57:59 AM
I know it's not much help, Linnie, but... try taking on Jet Man next. Comet Dash comes in handy for a good portion of his stage and during his boss fight, and his pattern's not too tough; all you really need are good reflexes to dodge his fast shots.

After Jet I'd just bash my face against a wall like you've been doing this whole time because DAMN this game is balls hard. Everyone else says Nail Man's stage isn't too tough and he honestly gives you one of the best weapons in the whole game, but personally I can't stand the Hammer Man midboss without a couple of special weapons to throw in his general direction.
Title: Re: Megaman Unlimited
Post by: Superjustinbros on July 17, 2013, 06:48:40 AM
Quote from: "ThePlayer"
I want this guy to make a normal mode that's easier than the standard, but not too easy.
Other than that, Mega Man Revolution beats this in term of content and difficulty. People are giving Revolution way less complains.
The only thing I didn't like about Revolution was it's tendency to flip the usual A=Accept B=Cancel commands. I beat one Robot Master, pressed A to save at the appropriate screen, went back to the stage select without knowing if it saved or not, quit the game, came back, realized my game didn't save. :( If that was fixed Revolution would be much better.

At least it's not Rosenkreuzstilette. Seriously that game really needs to adapt to modern times and learn we're out of the password era.
Title: Re: Megaman Unlimited
Post by: Ivory on July 17, 2013, 06:56:44 AM
The password system may be old, but it's not bad by any means. Especially given what it's trying to emulate. I prefer RKS gameplay more than MMU anyways.
Title: Re: Megaman Unlimited
Post by: Linnie on July 17, 2013, 07:09:06 PM
Man, this game is hard. I finally beat all eight robot masters, and with the new weapons, it's definitely picked up and is a lot more enjoyable. Currently looking for Yoku pieces, have two and found the third.

I really like the shortcuts in this game. Once you have the weapon to get through them they're a major help.
Title: Re: Megaman Unlimited
Post by: Beed28 on July 17, 2013, 08:09:42 PM
Quote from: "Beed28"
I have a request. Can someone find me a playthrough of this without any audio commentary?
(I'm fine with commentery being in subtitles or annotations)
(cough) :|
Title: Re: Megaman Unlimited
Post by: Linnie on July 17, 2013, 08:12:41 PM
Quote from: "Beed28"
Quote from: "Beed28"
I have a request. Can someone find me a playthrough of this without any audio commentary?
(I'm fine with commentery being in subtitles or annotations)
(cough) :|
I found this:

http://www.youtube.com/watch?v=zFWt9TlZHNM (http://www.youtube.com/watch?v=zFWt9TlZHNM)

It's incomplete, though.



I've noticed Beat doesn't work very well. Twice I've gotten stuck with him. The first time I died on the edge of a wall and Beat got stuck in the wall and I ran out of Beat whistles, and the second time I don't know what happened because I was on Yoku Man's stage and the crystal thing was doing its thing and I couldn't see and the game just froze. Beat never came up, I couldn't pause or do anything to die, and I had to turn off the game even though I hadn't saved and had to collect all the Yoku pieces.
Title: Re: Megaman Unlimited
Post by: Beed28 on July 17, 2013, 08:21:28 PM
Quote from: "Linnie"
I found this:

http://www.youtube.com/watch?v=zFWt9TlZHNM (http://www.youtube.com/watch?v=zFWt9TlZHNM)

It's incomplete, though.
Hmm, I took a brief look at it, and the footage isn't very good (it records the whole desktop screen rather than the game itself).

Is there any others? I saw some others under the title "playthrough" like one done by MegaUltraJMan, but I don't know if that has any audio commentry or not (I used to be able to quickly "preview" videos by hovering over them with this addon (https://addons.mozilla.org/en-US/firefox/addon/youpop-249349/), checking if the subtitles button shows up, until Firefox silently updated and broke the addon :mad:).
Title: Re: Megaman Unlimited
Post by: Hallan Parva on July 17, 2013, 08:31:14 PM
why are you so frightened of hearing another human being speak into your virtual earholes
Title: Re: Megaman Unlimited
Post by: Accel on July 17, 2013, 08:36:39 PM
So, I gave this a try, and wow. People were not kidding about how unforgiving this game is. Also, I found this on Facebook.

Quote
Phil here to tell you what we have in mind for a future update:
- Fix the more annoying bugs.
- Minor tweaks to some of the stages to make them a bit less punishing and improve their designs.
- Easy Mode you can select when you start the game to reduce damage of enemies, save between Wily stages and make some of the gimmicks easier to deal with (Example: longer delay before a Laser fires in RainbowMan stage.) Also we'll see if the checkpoints of Wily Stages can be moved before the bosses in Easy Mode.
Now I hope you understand that we are all pretty tired and we need to test such new features so I can't tell when the update will be available but just to let you know, we're thinking about it.
- Phil
Title: Re: Megaman Unlimited
Post by: ? Manibogi ? on July 17, 2013, 08:50:49 PM
He can't be that stupid.
By fixing the game only on easy mode he's basically saying "The game is fine, stop crying", even though it's obviously not.
Title: Re: Megaman Unlimited
Post by: Accel on July 17, 2013, 09:04:49 PM
Quote from: "? Manibogi ?"
He can't be that stupid.
By fixing the game only on easy mode he's basically saying "The game is fine, stop crying", even though it's obviously not.
Quote from: "Accel"
Quote
- Minor tweaks to some of the stages to make them a bit less punishing and improve their designs.
In case you missed that.
Title: Re: Megaman Unlimited
Post by: JaxOf7 on July 18, 2013, 12:00:39 AM
Quote from: "Accel"
Also we'll see if the checkpoints of Wily Stages can be moved before the bosses in Easy Mode.
I seriously don't see why this isn't the case for normal mode.

This game loves to send you back as far as possible at every given opportunity.
Title: Re: Megaman Unlimited
Post by: Superjustinbros on July 18, 2013, 04:38:47 AM
I'd prefer there to be both an Easy and Normal, so I don't feel like a wuss playing on something as easy as Complete Works and Anniversary Collection's Easy.
Title: Re: Megaman Unlimited
Post by: ? Manibogi ? on July 18, 2013, 03:06:11 PM
Hurr Roahm said the game is fine, despite the fact that every stage takes him 15 minutes and 4 retries.
Watch how half the people shut up.
Title: Re: Megaman Unlimited
Post by: ZeStopper on July 18, 2013, 05:34:48 PM
Quote from: "? Manibogi ?"
Hurr Roahm said the game is fine, despite the fact that every stage takes him 15 minutes and 4 retries.
Watch how half the people shut up.
People don't have the time of 2+ hours to finish a fan game. The worlds busy, that has to be considered.
Title: Re: Megaman Unlimited
Post by: -FiniteZero- on July 18, 2013, 05:59:56 PM
Quote from: "ThePlayer"
Quote from: "? Manibogi ?"
Hurr Roahm said the game is fine, despite the fact that every stage takes him 15 minutes and 4 retries.
Watch how half the people shut up.
People don't have the time of 2+ hours to finish a fan game. The worlds busy, that has to be considered.

Some people don't have the time to finish a 15-hour+ RPG. Your point is...?

While there needs to be more checkpoints, and the stages DO drag on too much, it is still enjoyable enough.

Though, now that I know that the next update will have an easy mode, I think I'll wait for that.
Title: Re: Megaman Unlimited
Post by: Ceridran on July 18, 2013, 06:06:55 PM
Why can't most of you play on Normal Mode?

It is legitmately difficult, and gives out satisfying victories.

.. Though, that third area with the rainbow beams in Rainbow Man's stage. Do you have to have really good timing or else you're screwed?
Title: Re: Megaman Unlimited
Post by: Rozark on July 18, 2013, 06:08:43 PM
Quote from: "? Manibogi ?"
Hurr Roahm said the game is fine, despite the fact that every stage takes him 15 minutes and 4 retries.
Watch how half the people shut up.

You say Rainbowman's stage is unfair/difficult? You can't tell me that the first, lets say thousand, people to ever go to Quickman's stage thought he was easy or "fair" by any stretch. In both instances you needed to learn the quickbeam locations. Once you figured Quickman's out, he was pretty easy; and the same goes for Rainbowman.

The game is fine, it just takes some getting used to.
Also I'm glad he's adding an easy mode, but I think I'll just stick with normal.
Title: Re: Megaman Unlimited
Post by: Linnie on July 18, 2013, 06:35:45 PM
Quote from: "ThePlayer"
Quote from: "? Manibogi ?"
Hurr Roahm said the game is fine, despite the fact that every stage takes him 15 minutes and 4 retries.
Watch how half the people shut up.
People don't have the time of 2+ hours to finish a fan game. The worlds busy, that has to be considered.
I'd say it'd take more than 2 hours. It took me six hours to beat the eight RMs, and I haven't even gotten to Yoku Man/the Wily stages.
Title: Re: Megaman Unlimited
Post by: -FiniteZero- on July 18, 2013, 07:02:13 PM
Quote from: "Zerokk"
Why can't most of you play on Normal Mode?

Well, I know in advance that the Wily stages tend not to save inbetween levels. That's why I'm waiting for Easy Mode, at least.

...Plus I'm a wimp.
Title: Re: Megaman Unlimited
Post by: Ukiyama on July 18, 2013, 07:46:35 PM
Quote from: "-FiniteZero-"
Quote from: "Zerokk"
Why can't most of you play on Normal Mode?

Well, I know in advance that the Wily stages tend not to save inbetween levels. That's why I'm waiting for Easy Mode, at least.

...Plus I'm a wimp.

If you game over, you can save then, then you can continue in whatever wily stage you were on.
Title: Re: Megaman Unlimited
Post by: tsukiyomaru0 on July 18, 2013, 08:21:48 PM
First things first, people really don't want to spend 24 hours to beat a Mega Man game that is modeled after the NES versions. The "people don't have time for RPG" argument is invalid, because RPG games (opposed to what an action game like Mega Man is) are meant to be lengthy.

Second, doesn't help knowing where the beams are, when EVERYTHING in that stage kills you in ONE HIT. Plus, Quickbeams are slightly slower than Rainbowbeams and you don't have any time-bending weapon to save you in MMU.

Third: Contrast this with Revolution (I do this a lot, right?). Revolution's difficult is based on who you play as, just like Mega Man and Bass. But Mega Man Unlimited? It is supposed to be as difficult as Rockman 2, but goes WAY overboard, easily becoming harder than Mega Man clones that were meant to be hard from the very begining.

In conclusion, MegaPhilX didn't realize it until too late, but the game is impossibly hard and may have no chance of receiving an update to reduce the difficult and motivate people to play it.
Title: Re: Megaman Unlimited
Post by: Rozark on July 18, 2013, 10:15:31 PM
Quote from: "tsukiyomaru0"
when EVERYTHING in that stage kills you in ONE HIT.

Leprechauns don't kill you in one hit.
HUE HUE HUE HUE HUE

But seriously man up and stop complaining.
Title: Cheap? Sometimes. Impossibly hard? No.
Post by: Shade Guy on July 19, 2013, 02:09:07 PM
Quote from: "tsukiyomaru0"
you don't have any time-bending weapon to save you in MMU
This would be a good time to point out that Glue Man's weapon can stun those enemies which change the direction of the laser/expand the laser into a triangular shape, which I'm sure would help out considerably if you're having trouble with keeping up with those lasers.

My only real problem with Rainbow Man's stage was how it alternated between forcing you to sprint through a screen and punishing you for sprinting through. It would have been cool if there was some sort of visual aid so you know how you're supposed to react in the following screen; are you supposed to run straight through, or are you supposed to take it slowly and change the direction of the lasers to get through? Quick Man's stage was at least in a situation where you know that all you have to do is get through the screen as quickly as possible. Of course there's some trial and error involved when you're trying to get through a stage filled with instakill traps, but some of that trial and error could be avoided through additions such as this.

What also bugs me about Rainbow Man is that he isn't really built up to be a formidable robot master; he had a pretty meh design in my opinion, which to me didn't properly justify shoving a bunch of instakill lasers into his stage. Quick Man on the other hand, was intentionally built up as Mega Man's rival of the MM2 bosses, what with his horns coming out of the frame in the stage select screen and all, so it felt more right that he was the robot master with instakill lasers.
Title: Re: Megaman Unlimited
Post by: CutmanMike on July 19, 2013, 02:12:56 PM
I think most of the robot master designs are still pretty meh, and not very capcom-y. But he stuck with them till the end and the game is still a huge sucess so gotta give him credit for sticking with what he thought was cool.
Title: Re: Megaman Unlimited
Post by: NemZ on July 19, 2013, 11:00:17 PM
Yeah, the RMs are lame, but the levels are top notch and the gimicks are generally fun.  Once you get the hang of rainbowman his stage becomes a fairly convenient way to load up on 1ups rather than bolt grinding.

and you'll need them, because yokuman stage... grr.  seriously, yoku spikes?  shit is hardcore, yo.
Title: Re: Megaman Unlimited
Post by: -FiniteZero- on July 20, 2013, 01:17:39 AM
...But I like Rainbow Man. I think he has a neat design.
Title: Re: Megaman Unlimited
Post by: Ceridran on July 20, 2013, 01:40:13 AM
Isn't he a flashman edit?
Title: Re: Megaman Unlimited
Post by: ZeStopper on July 20, 2013, 02:32:00 AM
They have a similar head, but not completely.
Title: Re: Megaman Unlimited
Post by: Superjustinbros on July 20, 2013, 07:15:31 AM
On the Quickman vs Rainowman debate, at least in Quickman's stage there were no safe spots in each area that if you messed up a jump, you'd always die, and not just stall there trapped with no way out unless you have a particular weapon.
Title: Re: Megaman Unlimited
Post by: Rozark on July 20, 2013, 08:59:54 AM
You realize that shooting the things that turn the beams/the things with faces and gem reflectors you can change beam directions and not be stuck right?

Rainbowman really is getting too much hate for what he is.
Title: Re: Megaman Unlimited
Post by: Max on July 20, 2013, 10:17:42 AM
No. Rainbowman completely deserves any amount of hate he gets.

The reason that he deserves it is because his stage is FULL of the rainbow beams, and there is no way to pass them without knowing and memorising the layout of them. There are some screens where you'll die if you stop moving, and some screens where you'll die if you don't move, so there's really no way at all to just react and beat the stage on one go. You'll end up losing about 4-8 lives just memorising which screens to run on and which not to.

Now the comparison, the justification Rainbowman often gets is Quickman and his force beams. This isn't really a good justification. Quickman only had two areas where the beams were prevalent, and both were directly after a respawn point (one at the entrance, one at the midway point). These beams gave people a lot of trouble, but the difference between Quickman's forcebeam areas and Rainbowman's rainbowbeam areas is that YOU CAN PASS QUICKMAN'S BEAMS ON YOUR FIRST ATTEMPT. Every screen you just need to fall and get to the bottom before the beams hit you. There are no areas where you have to pause, so as long as a player can quickly fall they're fine for the stage.

This is why Quickman's beams are fine and Rainbow's are unfair. And don't pull that 'tough it up' on me either, I beat this game completely and I hated pretty much all of it.
Title: Re: Megaman Unlimited
Post by: -FiniteZero- on July 20, 2013, 01:18:23 PM
Well, my response to that is:

To each their own. If you don't like it... Okay.
Title: Re: Megaman Unlimited
Post by: Superjustinbros on July 20, 2013, 02:29:21 PM
Quote from: "Rozark"
You realize that shooting the things that turn the beams/the things with faces and gem reflectors you can change beam directions and not be stuck right?

Rainbowman really is getting too much hate for what he is.

This isn't Contra or Vectorman. This is Mega Man.
How can I shoot the beam reflectors if I can't even line up with them?
(http://i913.photobucket.com/albums/ac331/Superjustinbros/mmutrap_zps580200f7.png)
Oh, and remember Minus Infinity?
I liked the nerfed Ringman lasers. And they had a reason to be nerfed.
Title: Re: Megaman Unlimited
Post by: Ceridran on July 20, 2013, 02:31:32 PM
It took me a while to figure that out, You have to land on that elevated platform, DO NOT JUMP, and either slide if you want the 1up, or fall if you want to take.. Ironically, the more dangerous path.
Title: Re: Megaman Unlimited
Post by: NemZ on July 20, 2013, 05:06:28 PM
Rainbow Man really isn't THAT bad.  Yes, you'll have to continue a few times until you learn it, but so what?  At the end of the day MOST of megaman is about memorizing things.  weakness chains, boss patterns, yoku blocks, etc.  it's not that big of a deal.

Would everybody get over it if the beams just did damage rather than instakill on easy mode?

The placement of checkpoints in wily levels however... that's some bullshit.
Title: Re: Not-Suitable-For-Beed28 Unlimited
Post by: Hallan Parva on July 21, 2013, 05:30:51 AM
Quote from: "NemZ"
Would everybody get over it if the beams just did damage rather than instakill on easy mode?
HELL


YES
Title: Re: Megaman Unlimited
Post by: PressStart on July 21, 2013, 05:43:18 AM
Hey dudes! I've played this game for about 4 hours now and wow! It's really amazing! Tons of great new graphics, enemies, bosses, and weapons! It's exciting to try out and fun with regards to how much it plays like the NES titles (my USB controller worked right away too, a big plus!) The saving and shop are great features too.

The game is also super challenging! I have to agree that parts of Rainbow Man's stage are ridiculously difficult to deal with. It's far from being impossible, but I can see this type of challenge turning away many potential players right away. I am a huge Mega Man fan, and I recognize how amazing this game is in design and wanted badly to see the rest of it, so I stuck with it even after many MANY game overs. However, I'm sure the developers want more than just Mega Man die-hards to play this! If there is an easier difficulty in the works, I'd suggest calling it "Normal" mode and making this current version "Hard". You could even consider it a nod to Mega Man 2!

I'm at the Robot Master gauntlet right now, and I'm not sure I'll be able to overcome it! I didn't collect all the YOKU letters, which I assume is how you access Yoku Man's level. Fighting him here, I can't really figure out a weakness, so I hope I'm not too screwed. Having 1-hit KO spikes as an attack seems a bit much! I'll try my best to continue, but I fear I might just have to give up and start over.

Anyways, great job on this! I'm loving a bunch of moments while playing, and one of the fights and music it plays during said fight in the castle was just way cool to see. Hope there's even more surprises! Thanks for working so hard and releasing this in time for the 25th anniversary; very incredible work!

p.s. small bug mention that I'm sure tons of others have already addressed (and it may have already been fixed!), if you get Game Over after beating 4 Robot Masters, the halfway cutscene will replay even if you've already seen it. Not a big deal since you can skip but figured I'd mention it. I really haven't run into any other bugs while playing so I'm super impressed with how solid this is!

psps: sorry if I repeated anything that has already been said or whatever; I fully admit to not reading too many of the posts in this thread out of fear of being SPOILED
Title: Re: Megaman Unlimited
Post by: CutmanMike on July 21, 2013, 02:13:22 PM
Your reward for getting the YOKU letters is a secret stage. Beating it and the boss will make your "rematch" with Yoku man a lot easier.
Title: Re: Megaman Unlimited
Post by: -FiniteZero- on July 21, 2013, 04:01:04 PM
Yeah. Let's just say that Yoku Man suffers from "Metal Man Syndrome".

:3
Title: Re: Megaman Unlimited
Post by: PressStart on July 21, 2013, 06:17:58 PM
Haha frik; I loaded up the game and saw you could select stages again (while keeping your castle progress) so I went ahead and got the YOKU letters (really liked how they were hidden; plenty of visual clues to indicate the hidden areas). Really helped out fighting him again : )

Was able to beat the game and man, very very cool all around! I love the ending art a bunch. Very glad I didn't pass up playing; definitely exceeded my expectations!
Title: Re: Megaman Unlimited
Post by: ZeStopper on July 21, 2013, 07:25:44 PM
PressStart, you are one of the very few who have said that.
Title: Re: Megaman Unlimited
Post by: Beed28 on July 21, 2013, 07:29:22 PM
So, has anyone found a playthrough of this where they don't talk over the gameplay? I want to hear the game being played and hear the music as well, but I don't want to play it myself or I'll tear my hair out.
Title: Re: Megaman Unlimited
Post by: PressStart on July 21, 2013, 09:03:28 PM
How about Rodriguezjr's playthrough? I skipped around some of the vids and it looks p good (and commentary free!)

https://www.youtube.com/watch?v=qmdsdZ9UTLE (https://www.youtube.com/watch?v=qmdsdZ9UTLE)
Title: Re: Megaman Unlimited
Post by: Kapus on July 21, 2013, 09:39:15 PM
Quote from: "Beed28"
So, has anyone found a playthrough of this where they don't talk over the gameplay? I want to hear the game being played and hear the music as well, but I don't want to play it myself or I'll tear my hair out.
I'm planning to do a playthrough of this game real soon. I do text commentary, so you'll be able to hear the game audio perfectly well.

(Shameless plugging, sorry)
Title: Re: Megaman Unlimited
Post by: Ceridran on July 21, 2013, 09:39:56 PM
I planned on a blind run, then I realized I can't find anything good to record with.
Title: Re: Megaman Unlimited
Post by: Beed28 on July 21, 2013, 10:24:23 PM
Quote from: "PressStart"
How about Rodriguezjr's playthrough? I skipped around some of the vids and it looks p good (and commentary free!)

https://www.youtube.com/watch?v=qmdsdZ9UTLE (https://www.youtube.com/watch?v=qmdsdZ9UTLE)
THANK YOU SO MUCH!!

Finally, a good playthrough with no voiceovers or anything! Thank you!
Title: Re: Megaman Unlimited
Post by: ZeStopper on July 21, 2013, 11:20:13 PM
Quote from: "Kapus"
Quote from: "Beed28"
So, has anyone found a playthrough of this where they don't talk over the gameplay? I want to hear the game being played and hear the music as well, but I don't want to play it myself or I'll tear my hair out.
I'm planning to do a playthrough of this game real soon. I do text commentary, so you'll be able to hear the game audio perfectly well.

(Shameless plugging, sorry)
Yippie! A Playthrough!
Give us some good tips please!
Title: Re: Megaman Unlimited
Post by: Emmanuelf06 on July 24, 2013, 05:17:00 PM
It's crazy, the biggest video games website in France did a TEST for it:

http://www.jeuxvideo.com/articles/0001/ ... d-test.htm (http://www.jeuxvideo.com/articles/0001/00018791-mega-man-unlimited-test.htm)

Yeah it's in french but they do 17/20 for this game ! A test for a FANGAME ???? It's crazy !

Good job for this team (unlimited) ^^  :cool:
Title: Re: Megaman Unlimited
Post by: Accel on July 27, 2013, 03:47:13 AM
Quote
So, I've been kinda taking a break from the internet this week to relax and work on the Easy Mode for MMU. Here are the changes that will be in the update containing Easy Mode (Most likely 1.1.0):

- Bug fixes
- Some tweaks to some levels.
- When you start a new game, you can select Orignal, Easy or 1-Hit Kill difficulty.
- Your saved game will save the difficulty you chose. Old savegame files should not be affected by the update.
- A checkpoint has been added to RainbowMan's stage after the mid-boss.
- In All Modes, if you die against a Wily Boss, you will restart in the room before the boss.

In Easy Mode,
-- Blocks will appear in certain areas to make the levels easier and reduce the danger of instant death. (See the picture).
-- There is an additional checkpoint at 2/3 of each Wily Stage.
-- Megaman takes less damage and can colelct large Bolts from enemies.
-- Lasers in RainbowMan Stage take more time before firing.
-- Explosive Platform take more time before exploding.
-- The interval between shots of the Spike platforms in NailMan's stage is longer.

In Insta-Kill Mode,
-- Megaman has 1 HP. That's it ( :

ONE HP MODE?! All of my why. All of it. Good god.
Title: Re: Megaman Unlimited
Post by: -FiniteZero- on July 27, 2013, 04:50:29 AM
Oh hey. Easy mode. Yay!

Also, 1-hit kill mode is for those trying to perfect-run the game.
Title: Re: Megaman Unlimited
Post by: DarkAura on July 27, 2013, 05:51:37 AM
I was just thinking about a "Mr. Perfect" difficulty switch not too long ago.

Should make it so Mega also has no extra lives in 1HK-Mode.
Title: Re: Megaman Unlimited
Post by: Linnie on July 27, 2013, 09:16:07 PM
Finally finished the game. I feel like a champion.


I still hold to my claim that the difficulty in this game is too unfair, but I know that that patch is coming out to fix that so I'm not going to press it. All-in-all, other than the difficulty issues and the length of the levels, this game is very well made and an enjoyable experience when I wasn't pulling my hair out.


The ending was unexpected.
Title: Re: Megaman Unlimited
Post by: CHAOS_FANTAZY on July 27, 2013, 10:29:27 PM
I did beat it a few days ago.  My thoughts in a small, contained nutshell:

First and foremost, awful plotline, the worst I've ever seen (http://megaphilx.com/?topic=lets-be-blunt-about-this), and I've seen some shit!  Follow the link to be treated to an honest review of exactly what happens and why it is so terrible.
The difficulty, aside from some unfair bullshit that the game contains (Like Tank-Man's fight, MMUDW1's boss, and the battle against Wily), was challenging but bearable.  All things considered it's about as hard as RNC-Normal and marginally easier than RM4MI, as I've beaten this but am not even close to beating that.
The graphics, except the stray pixelarts that are awful in cutscenes, are polished to the point where it looks official.  Enemy design is good; Robot Masters abuse the hell out of shine but they at least look nice.  The True Final Boss is atrociously bad-looking though.
Music still could use some work.  Save for a couple songs (Yo-Yo-Man's Theme and Yoku-Man's Theme), the Robot Master themes range from "meh" to totally awful (The Vs. Robot Master theme comes to mind).  From MMUDW1 onward, though, the music got pretty good.
No replay value whatsoever.  I normally don't replay games I've already completed, but I cannot imagine myself ever wanting to play this game, ever again.

The game did not go without some redeeming qualities, and the gameplay in and of itself wasn't all that bad.  Overall, there are both fangames and official games that beat the pants off of this one in seconds.  I'd give it a 5/10.
Is it worth making an MM8BDM expansion for?  Perhaps.  Balancing the weapons might be difficult, and finding mappers for a game like this would probably be even harder than the time we have for other expansions.  But we could neutralize a lot of the horrible mistakes MPX made in his game in an MM8BDM expansion.
Title: Re: Megaman Unlimited
Post by: TheDoc on July 28, 2013, 12:30:01 AM
So here's a kind of poll out of curiosity: Which was better, Megaman Revolution or Megaman Unlimited?
Title: Re: Megaman Unlimited
Post by: -FiniteZero- on July 28, 2013, 12:31:22 AM
...Well, since I can't even play Revolution at a decent frame-rate, Unlimited. I much prefer the soundtrack of Unlimited, anyway.
Title: Re: Megaman Unlimited
Post by: Hallan Parva on July 28, 2013, 12:47:46 AM
I enjoyed Revolution more myself but that's probably because I walked into Revolution treating it as Hyperball 2. Sure, Revolution might be considerably easier seeing as how there's at least one tank in every stage, but the game had a good difficulty curve to it. Revolution's robot master stages all throw their own spin on things, but once you get to Wily 1 it's obvious you stepped in the "big leagues", and the layout and enemy placement makes sure not to pull any punches. Unlimited was really only "fun" once I got Bionic Arm, Nail Shield, and Jet Missile, and even then I still wanted to scream "bullshit" at Rainbow Man and Castle Stage 1.

Even with its low difficulty I still got caught off guard by Revolution and paid for it with my spare lives, but Unlimited is hard beyond the point of enjoyable. I'm really only finishing the game for Alice's enjoyment, and immediately afterward I'll probably cleanse myself with a Mega Man run through of Revolution if only because I had such a damn good time in the Bass run. Heck, there's a sign for you already: Unlimited is a game I probably wouldn't come back to anytime soon, but Revolution was satisfying as one character so I feel motivated to clear the game as the other character. The replay value, the stage design, the weapon usage... all of these things I feel Revolution did better on than Unlimited. Unlimited did have some weapons that were just overall better (I'm really talking about Bionic Arm here) and some neat ideas for stages, but unless I focus on one particular aspect it's hard to look for the good past everything that went bad.

My point goes to Revolution.
Title: Re: Megaman Unlimited
Post by: NemZ on July 28, 2013, 02:43:18 AM
...bionic arm?

And having beaten both, I say the win easily goes to Unlimited.

Title: Re: Megaman Unlimited
Post by: tsukiyomaru0 on July 28, 2013, 04:12:51 AM
Quote from: "NemZ"
    Both had some ridiculously long stages, but unlimited did a much better job keeping them interesting the whole time (though they could have stood some trimming) while Revolution was way too obsessed with pointless split paths.  
Not as pointless as it seems, the split paths were the same thing Mega Man and Bass did: gave us a reason to try out both characters and find what goes here and there. Unlimited stages aren't all that long, but they get boring soon because of the lowest number of checkpoints.
Title: Re: Megaman Unlimited
Post by: ZeStopper on July 28, 2013, 04:22:31 AM
Ghost Man's stage was kinda hard but possible.
I still have to beat that MidBoss.
Title: Re: Megaman Unlimited
Post by: TheDoc on July 28, 2013, 04:39:44 AM
The only Unlimited stage I got to the boss on so far (cut me some slack, I haven't been playing either game very often) was Comet Woman, and two things I can tell you is
1.) It was too short, but very difficult
2.) Why was it difficult? Because they spammed spikes FREAKING EVERYWHERE. Compare this to 4MI. 4MI required speed and quick thinking to stay alive. MMU (at least Comet Woman's stage)gets it's difficulty from being lucky enough to not slip up on the billions of spikes generously poured out over the whole level. Seriously, the ENTIRE level was just spike hell and low gravity. However, note that the only stages I've played are Glue, Jet, Nail, and Comet (Comet having beaten the full stage, just died at the boss cuz I had no lives left), so take this with however much salt.

But enough with MMU, let's talk about MMR (I've beaten all RM stages here, so I have a better idea of what I'm talking about). Some levels were too easy while others were veeery tough (I'm looking at you, Haste Man's stage) On top of that, the mini-bosses were lifeless and only tough bcuz of their buttloads of health. The upgrades throughout the game are there for the sake of filling up your pause menu; they serve no conceivable purpose of picking up, save for Rush Jet. Plus, there's tanks everywhere. Everywhere. I appreciate trying to help a guy out with the occasional tank, but if you could destroy the destroyable wall in Haste Man's stage, you were set for the rest of the game. Not to mention you could just buy your tank of choice at the shop with your plethora of screws. I have yet to beat either game fully, but my opinion so far: MMR=too easy MMU=too hard for the wrong reasons.
Title: Re: Megaman Unlimited
Post by: NemZ on July 28, 2013, 04:40:53 AM
Quote from: "tsukiyomaru0"
Not as pointless as it seems, the split paths were the same thing Mega Man and Bass did: gave us a reason to try out both characters and find what goes here and there. Unlimited stages aren't all that long, but they get boring soon because of the lowest number of checkpoints.

I've beaten it with both charecters, and in most cases the different paths are absolutely accessible to either of them.  Hell, most of the time they stay on the same screen and just snake around each other to get to the same place, just with slightly different powerup rewards along the way.  whoop-de-freakin-do.
Title: Re: Megaman Unlimited
Post by: CHAOS_FANTAZY on July 28, 2013, 05:14:35 AM
Quote from: "NemZ"
Both had rather shitty plot twists and highly questionable last levels.

Uh, yeah...stop right there, and explain to me how
(click to show/hide)
is just as bad as
(click to show/hide)

Anyways, my thoughts on the matter:
> MMRevo was trailing behind MMU in terms of Robot/enemy design.  Neither of them were super memorable but MMU did have Yoku-Man, and MMRevo's aren't quite as appealing to look at.
> MMRevo's plot kicked the pants off of MMU's, but a monkey could do that in a matter of hours.  In all due seriousness, though, MMRevo's plot was excellent, I hope it inspires plots of similar caliber for years to come.
> MMRevo's difficulty is way low, while MMU's is way high.  In this case, MMRevo lacks challenge while MMU has unfair bullshit.  A key difference is that in MMRevo, most of the challenge is doing the task placed before you (Which can be negated with the right assist item), while in MMU most of the things need to kill you at least once, sometimes many many times, before you know how to handle them (The Wily battle is a glaring example of this).
> MMRevo's glitchiness must be taken into account.  Mega Arm pushed at least 17 extra lives offscreen and MMRevo became unplayable four separate times while I was playing it.
> MMRevo has replay value because there is more than one playable character.  As already stated, I cannot see myself ever wanting to play MMU ever again.

Overall, I will say that at the end of the day, I had more fun playing MMRevo than I did MMU, making it the superior game by definition.
Title: Re: Megaman Unlimited
Post by: NemZ on July 28, 2013, 05:37:10 AM
Quote from: "CHAOS_FANTAZY"
Uh, yeah...stop right there, and explain to me how
(click to show/hide)
is just as bad as
(click to show/hide)

Revolution was better, granted, but still pretty crappy.

It was fairly obvious that the new guy was up to something (I mean really, he's been studying evil energy?  Gee, I wonder if he's a bad guy too...) and the last level was just a contra ripoff that felt wildly out of place.  Same for the strange number of castlevania references for no apparent reason, though that's countered by Shampoo showing up in the shop for ...reasons.  O_o
Title: Re: Megaman Unlimited
Post by: tsukiyomaru0 on July 28, 2013, 06:06:41 AM
OBJECTION! In Revolution, the Big Bad stated the Evil Energy was an outcome of a bad experiment. Therefore, the games goes around EXPLAINING the Evil Energy. Where Unlimited just exploits the Evil Energy again because of Zero
Title: Re: Megaman Unlimited
Post by: NemZ on July 28, 2013, 06:27:16 AM
Actually he made it sound like 'evil energy' was his world's version of fossil fuels, layering some global warming moralizing out over everything.  Not that it needed explaining, because it came from space... and that's all we really needed to know.

And since when does Zero have anything to do with evil energy?
Title: Re: Megaman Unlimited
Post by: Rozark on July 28, 2013, 12:11:11 PM
This is relevant:
(click to show/hide)
Title: Re: Megaman Unlimited
Post by: TheDoc on July 28, 2013, 01:54:43 PM
Quote from: "TheDoc"
So here's a kind of poll out of curiosity: Which was better, Megaman Revolution or Megaman Unlimited?

It isn't really off-topic imo bcuz we're comparing two games. When people explain their positions on either game, it allows them to expand on their thoughts of Unlimited as well.......soyea :D
Title: Re: Megaman Unlimited
Post by: -FiniteZero- on July 28, 2013, 02:35:04 PM
...Curiously, I follow the Youtube user Roahm Mythril. Apparently, he quite likes Mega Man Unlimited (though admits it has flaws, and really doesn't like the ending).

He also stated that he doesn't like Mega Man Revolution as much.

Source:
(click to show/hide)

Not really trying to sway this one way or another, just giving another person's two cents.
Title: Re: Megaman Unlimited
Post by: Rozark on July 28, 2013, 03:05:07 PM
Quote from: "TheDoc"
Quote from: "TheDoc"
So here's a kind of poll out of curiosity: Which was better, Megaman Revolution or Megaman Unlimited?

It isn't really off-topic imo bcuz we're comparing two games. When people explain their positions on either game, it allows them to expand on their thoughts of Unlimited as well.......soyea :D

More relevancy.
(click to show/hide)
Title: Re: Megaman Unlimited
Post by: Dimpsy on July 28, 2013, 05:50:03 PM
Quote from: "NemZ"
And having beaten both, I say the win easily goes to Unlimited.
What are you talking about? I personally think Revolution was really the winner, just think about it.
- Unlimited gives players a really unfair challenge at times, and it just isn't suited for everyone which makes the game a little unbeatable.
- Revolution, on the other hand, provides a rather fair challenge that only really gets to the dick part when you hit Haste Man's stage. If you seriously cannot get past those saws at the beginning of Saw Man's stage, I'm sorry but I feel bad for you because that's one of the easiest things of the entire game.
- Unlimited's music tends to get a TAD repetitive at times, and the only real memorable one was Yo-Yo Man's theme. The others were good, just not what I love. I know this may piss people off though, and is mostly just my opinion alone.
- Revolution's music went a new turn and made their songs a little more unique than just the same old Mega Man style music. It almost sounds like it came out of Konami, or even Sunsoft at times. I could NEVER get Light's Lab out of my head, and it was just there for the entire night. For the songs in Unlimited, sure they can be memorable, but I've always preferred the OST of Revolution more.
- Unlimited just had an overall TERRIBLE story, I don't know what they were thinking. Though it's usually just the gameplay that grabs peoples attentions.
- Revolution had a unique story that wasn't reused so much, seeing the return of the Evil Energy. A new professor, and whatnot. I really like how it worked to the point where Mega Man actually had to upgrade to his MMV buster, the "Mega Arm". Which made the game even more amazing. I love the fact of seeing a brand new character in this as it provides some life to more than just the existing 3 professors we know, "Light, Wily, and Cossack".
- Unlimited's robots weren't all that bad, admittingly. I did like about half, but such like Nail and Glue made me feel like they were just adding in rejected robot masters. Just look at Nail Man! He's just a nail with arms and legs. Though I'll admit that was a sort of stable considering such like Spring and Sheep, so I'll let that pass.
- Revolution's robots... errr... they were alright. I think Unlimited actually won this round considering design.

Though I haven't actually played a whole lot of Unlimited, I will give it another shot some other time. For now, this is all I can give. Those complaining that the game (Revolution) feels a little broken, read the beginning note next time. I know it's been in development longer before even Mega Man 9, but I have read somewhere that at one point all the files were erased out of the game. So being technical, both projects were being worked on about the same time. Just that Unlimited had a ton of supporters, and was really well-known as it was worked on by a very well-known guy on Youtube, "MegaPhilX". I can't think of a way to end this so just go do whatever, we all have our opinions anyways.
Title: Re: Megaman Unlimited
Post by: Hallan Parva on July 28, 2013, 06:34:11 PM
Quote from: "VirtualSonic43"
Revolution's music went a new turn and made their songs a little more unique than just the same old Mega Man style music. It almost sounds like it came out of Konami, or even Sunsoft at times. I could NEVER get Light's Lab out of my head, and it was just there for the entire night.
I know I plug the shit out of this but if you like Revolution's music you'll love the soundtrack of Mega Man's Hyperball, considering Revolution is basically "Hyperball 2" with the references to the first game. The Wily stages, boss battle, Dr. Light's lab, even the character select song are de-mixed Hyperball songs made over in Famitracker.

Personally I also love how Wily's theme is used in various tempos and remixes through the entire game (the 8 Robot Masters cutscene, the game over music, the Wily Castle map jingle, Wily's fight himself). Actually, Light's Lab during the 8 Robot Masters cutscene is still my favorite Wily theme remix in the entire game. It's amazing.

The only thing I wish was ported from Hyperball that wasn't... was the theme for Hyperball's Final Final Boss. Seriously. It's so good.
Title: Re: Megaman Unlimited
Post by: NemZ on July 28, 2013, 08:43:28 PM
Quote from: "VirtualSonic43"
What are you talking about? I personally think Revolution was really the winner, just think about it.
- Unlimited gives players a really unfair challenge at times, and it just isn't suited for everyone which makes the game a little unbeatable.
- Revolution, on the other hand, provides a rather fair challenge that only really gets to the dick part when you hit Haste Man's stage. If you seriously cannot get past those saws at the beginning of Saw Man's stage, I'm sorry but I feel bad for you because that's one of the easiest things of the entire game.

I think it's quite the reverse.  Unlimited is hard, but fair and engaging.  Revolution is mostly boring and easy, but occationally has stupid spikes of difficulty for no reason.  The saw jump has to be very precise, much more demanding than most spike drops because the hit boxes on those blades are larger than they appear.  Making it through that gap consistantly is something I can't do, but something like unlimited's wily 3 with gravity-spinning spike fall hallways I can go through with little difficulty.

And like I said, I've beaten both games, including both charecters on revolution.  I'm not some whining scrub.

I have no idea at all how anyone can possibly thing Revolution had better sound or graphics.  Revolution was simply BAD in both categories, while Unlimitted could easily pass for official and IMHO beats several of the actual games as well.  Revolution is even lower on that list than SFxMM, which was mostly crap.

Quote
Though I haven't actually played a whole lot of Unlimited

...and this is why you shouldn't be talking.  You're obviously just fanboy gushing about Revolution based on past experience with the same designers.
Title: Re: Megaman Unlimited
Post by: tsukiyomaru0 on July 28, 2013, 10:55:06 PM
Quote from: "NemZ"
Quote from: "VirtualSonic43"
What are you talking about? I personally think Revolution was really the winner, just think about it.
- Unlimited gives players a really unfair challenge at times, and it just isn't suited for everyone which makes the game a little unbeatable.
- Revolution, on the other hand, provides a rather fair challenge that only really gets to the dick part when you hit Haste Man's stage. If you seriously cannot get past those saws at the beginning of Saw Man's stage, I'm sorry but I feel bad for you because that's one of the easiest things of the entire game.

I think it's quite the reverse.  Unlimited is hard, but fair and engaging.  Revolution is mostly boring and easy, but occationally has stupid spikes of difficulty for no reason.  The saw jump has to be very precise, much more demanding than most spike drops because the hit boxes on those blades are larger than they appear.  Making it through that gap consistantly is something I can't do, but something like unlimited's wily 3 with gravity-spinning spike fall hallways I can go through with little difficulty.

And like I said, I've beaten both games, including both charecters on revolution.  I'm not some whining scrub.

I have no idea at all how anyone can possibly thing Revolution had better sound or graphics.  Revolution was simply BAD in both categories, while Unlimitted could easily pass for official and IMHO beats several of the actual games as well.  Revolution is even lower on that list than SFxMM, which was mostly crap.

Quote
Though I haven't actually played a whole lot of Unlimited

...and this is why you shouldn't be talking.  You're obviously just fanboy gushing about Revolution based on past experience with the same designers.

Your Mileage May Vary

Plus, Revolution was modeled after Mega Man and Bass, which gave its difficult a REASON behind it.
Unlimited? Nope. The music and general art of Revolution was also inspired by Mega Man and Bass, as well as the traditional NES style, but going breaking the sound limit for obvious reason.

Also, Recolution has an updater attached, which allows you to check and apply updates in one click. Unlimited? Nope!

And Fanboyism is EXACTLY what you are doing, overglorifying Unlimited without acknowledging its flaws. Revolution is perfect? No, but it is a little known dev trying to do his best and trying to listen to everyone. Unlimited is perfect? No, but it is a development group or single dev that now has to correct everything after making everyone wait for the full version. SFxMM is perfect? No, but it has taken the same route as Unlimited.

So, who is the best developer? The one who gradually gathers feedbacks as development goes, along with demos on the way?
Or the one who releases teasers before a full game, only getting feedback from the full game?

Think. Think on how the former scenario is akin to how Minecraft went. On how the later is akin to various big comapnies games.
Title: Re: Megaman Unlimited
Post by: Hallan Parva on July 28, 2013, 11:13:05 PM
I posted this in my stream thread so some of the wording applies directly to event planning, but overall I feel like the general "message" still applies excellently to this thread. I'm going to warn you ahead of time, I dropped so many F-Bombs even Jet Man would feel ashamed at his tiny missile arsenal. This isn't Suitable For Beed28 in the slightest but I just need to vent, and hopefully someone out there shares my sentiments.


Enjoy.

(click to show/hide)
Title: Re: Megaman Unlimited
Post by: NemZ on July 28, 2013, 11:39:03 PM
Quote from: "tsukiyomaru0"
Plus, Revolution was modeled after Mega Man and Bass, which gave its difficult a REASON behind it.

Aside from putting Bass in the game (which has happened multiple times now), in what possible way is this modeled after megaman and bass?

Quote
Also, Recolution has an updater attached, which allows you to check and apply updates in one click. Unlimited? Nope!

So?  It's not like it's difficult to google a website and click download.

Quote
And Fanboyism is EXACTLY what you are doing, overglorifying Unlimited without acknowledging its flaws.

Uh... Nope?  I'm guessing you haven't read my previous posts at all.

Unlimited has stupidly long stages with bad checkpoint placement and an overreliance on cheap deaths.  The RM's are generally Meh.  The story is obvious and stupid with very several very poor cutscene illustrations and the music outside of stages mostly blows, which is especially annoying as they are bugged to show up over and over again if your kill totals are at 4 or 8.  The final stage should have been left out entirely, as it's just a horrible idea.  The 1/4 etanks are stupid.  Protoman and Bass are both WAY too easy even with buster only.  The inclusion of Shampoo was pointless and dumb.  Finally, MegaPhilX just seems like kind of a douchebag to me the way he puts his name just EVERYWHERE.

And it's still miles better than Revolution.
Title: Re: Megaman Unlimited
Post by: Superjustinbros on July 29, 2013, 01:59:51 AM
Quote
if anyone has a better Mega Man game or fan game for me to play, I'll snatch that shit up in a nanosecond.

I'd recommend Fegaman vs. the World to you, but it's difficulty is really up there (and it also shares a few problems, at least in my perspective) with Unlimited. All it'd serve to do is show how batshit crazy a Mega Man clone could go.
Title: Re: Megaman Unlimited
Post by: Shadow Blade on July 30, 2013, 06:56:57 AM
Here's my take on the game, text wall ahoy!
(click to show/hide)
Also if anyone knows where I can find those Megaman Unlimited avatars that would be great.
Title: Re: Megaman Unlimited
Post by: NemZ on August 06, 2013, 05:57:15 AM
so, easy mode is indeed rather easy, probably on par with MM4 while the original is at least as difficult as MM9.  

At times the added 'safety blocks' actually got in the way though, forcing new strategies to navigate a particular couple of screens.
Title: Re: Megaman Unlimited
Post by: Oliver on August 06, 2013, 12:56:52 PM
Maded to Tankman.  :D  ...But i must say, his Tank Arsenal is pretty powerful.  :shock:
Title: Re: Megaman Unlimited
Post by: TheDoc on August 06, 2013, 08:41:06 PM
O my gosh that avatar

Anyways, here's the download page (http://megaphilx.com/?page_id=1003) for convenience
Title: 4/10 made me look
Post by: LlamaHombre on August 06, 2013, 10:14:13 PM
Quote from: "Me, nearly a year ago"
I suppose I'll give my real opinion about it should it ever be released.

Alright, fine. I'll keep my thoughts in three sections, the last of which will be filled to the brim with spoilers. Note that I'm judging this game based on it's initial release and not on the updated version with an easy mode.

Gameplay:
(click to show/hide)

First Half:
(click to show/hide)

Second Half (Spoilers):
(click to show/hide)
Title: Re: Megaman Unlimited
Post by: NemZ on August 07, 2013, 12:56:29 AM
That 'attack that will always hit you'?  try using your buster.

And a lot of these complaints were mitigated in the new version.  wily1 and 5 are still bullshit though.
Title: Re: Megaman Unlimited
Post by: -FiniteZero- on August 07, 2013, 03:14:32 AM
I just beat the game. (On easy, of course. I'm not very good at Mega Man.)

I like it enough.
Title: Re: Megaman Unlimited
Post by: FTX6004 on August 07, 2013, 08:41:44 AM
Wait is easy mode out now! i gotta play it right now.
Title: Re: Megaman Unlimited
Post by: Geno on August 08, 2013, 05:33:31 PM
IS it me?

(http://cutstuff.net/molly/DBBKUP/theylookkindasimilarreally.png)
Or does Comet Woman look a bit like a female Terra?
Title: Re: Megaman Unlimited
Post by: ZeStopper on August 08, 2013, 06:15:49 PM
Maybe with the hair.
I prefer this Terra though.
Title: Re: Megaman Unlimited
Post by: GameAndWatcher on August 08, 2013, 06:48:37 PM
Quote from: "geno"
IS it me?

(https://dl.dropboxusercontent.com/u/5237238/theylookkindasimilarreally.png)
Or does Comet Woman look a bit like a female Terra?
I see the similarity, but I think it's just coincidence.
Title: Re: Megaman Unlimited
Post by: NemZ on August 08, 2013, 10:38:36 PM
it's you.  they look nothing alike at all.
Title: Re: Megaman Unlimited
Post by: ZeStopper on August 08, 2013, 10:39:24 PM
It's the pose!
Title: Re: Megaman Unlimited
Post by: NemZ on August 08, 2013, 11:08:09 PM
the pose isn't remotely the same either.
Title: Re: Megaman Unlimited
Post by: TheDoc on August 08, 2013, 11:21:00 PM
I agree with NemZ. I just can't see it, even if I try and stare at it.
Title: Re: Megaman Unlimited
Post by: Dimpsy on August 20, 2013, 08:51:29 PM
So I've recently played Mega Man Unlimited using the new Easy Mode to gather more info about the game, I got to about Wily Castle 2 and stopped. Does my opinion change after I've played a little bit of it? FUCK NO! Well, maybe a little bit. The game is STILL balls hard and the level design is just, nonexistant! All the level design is is just one huge spike pit. Nothing much besides that, and hell the actual level designs are just clones of existing stages we've already seen!
As for Mega Man Revolution, I still find to be the better game, even with it's flaws.
Though, I do like Yo-Yo Man's theme, and the game overall plays pretty dang well. And the weapons, eh. They're a little bleh to me, the only one worth using is Comet Dash because it one shots just about every enemy there, even the big ones. The rest just feel stupid, Glue Shot? Seriously, all that weapon is is just Concrete Shot in a much weirder fashion. And why the fuck would you make two weapons that do the EXACT SAME THING? I'm looking at Tank Arsenal and Nitro Blast. They BOTH destroy these bricks, but Tank Arsenal can destroy that horizontal ones. And Glue Shot platforming is also kinda stupid.
Wily Castle 2 is just trying to be a Gravity Man, why?
Now I know you may think that it's stupid for Mega Man to ripoff Mega Man, but I don't recall Mega Man games reusing gimmicks like this. They were all unique, and this game just does not give any of that. I think the only stages I really liked were Glue and Yo-Yo Man's stage, the others were mostly just a big-longass spike pit (I can even say this for Comet Woman's stage, and that stage was EASY!)
Overall, the game just isn't suited for everybody, and I think Mega Man Revolution is still the better choice in just about every department. But hey, I'm allowed to have opinions ya know.

Also I still think Nail Man looks like a reject robot master.
Title: Re: Megaman Unlimited
Post by: NemZ on August 20, 2013, 10:09:40 PM
Quote from: "VirtualSonic43"
The game is STILL balls hard and the level design is just, nonexistant! All the level design is is just one huge spike pit. Nothing much besides that, and hell the actual level designs are just clones of existing stages we've already seen!

Congratulations!  You suck at gaming and have shit taste.

The level design is apparent everywhere in Unlimited, it's just too damn long and the checkpoints are unforgiving.  The stage gimmicks are creative and they push each to create some interesting platforming puzzles between fight sections.  Yes it reuses some things from past games but it generally does so in new ways.

Quote
And the weapons, eh. They're a little bleh to me

Are you for real?  The weapons are as good or better than many of the official games and the lack of a charge shot means you should definately be getting some use out of them.

Nail - does great damage, can hit enemies in awkward spots above you and sometimes a shield is just handy
Tank - breaks walls, has a lot of versatility with three different shots, and does a great job of killing the damn "repuucons"
Comet - great for platforming and outright kills lots of things (especially fun to use it agaisnt the suitcase guys)
Jet - the homing is a bit wonky but it makes a decent buster replacement option with a little more power
Yoyo - a better version of shadow blade, what's not to like?
Glue - I wish I could stand on glued enemies but otherwise it's fine.  Highly useful in Rainbowman's stage if you're slow.
Rainbow - great at killing stubborn things like the shot reflector glue guys or for blocking the arrow enemies in jet's stage.
Nitro - this one is a bit redundant, I admit.  Good choice for killing minibosses though.

Quote
Wily Castle 2 is just trying to be a Gravity Man, why?

you mean wily3, and it uses gravity in much more creative ways than the original did.  And because it's FUN.

Quote
Also I still think Nail Man looks like a reject robot master.

He's the token 'wacky' guy, like Sheepman.  Rainbowman is the one I would call foul on.
Title: Re: Megaman Unlimited
Post by: -FiniteZero- on August 20, 2013, 10:32:54 PM
But... But I like Rainbow Man...

Ah well. I did beat this game a while ago, and while I haven't yet gone back to it, it's still a fine game.
Title: Re: Megaman Unlimited
Post by: Gumballtoid on August 20, 2013, 11:48:01 PM
I quit trying after getting one-shotted not five seconds into Rainbowman's stage, and with everything I've heard about this game and what fun I've had with Revolution, I've decided Revolution is much more worth my time.

Nail Man is dumb looking and Glue Man is just dumb. DOHOHO HE GLUES THINGS CAUSE HES GLUE MAN LOLOLOLOLOL
Title: Re: Megaman Unlimited
Post by: Dr. Freeman on August 21, 2013, 12:07:18 AM
To be fair, according to Phil, Nail Man was designed when he was young so it makes sense that it's not exactly a super cool design.

That said I still have 90 thousand problems with this game that everyone else sorta went into, so repeating it would be rather redundant.
It's safe to say that the good things are graphics, most of the weapons, and some of the songs. (While some like Rainbow Man and Wily 1 are just awful songs)
Title: Re: Megaman Unlimited
Post by: DarkAura on August 21, 2013, 12:22:06 AM
Revolution is so...uhh...musically displeasing. My friend showed it to me and I was just sick with how simple it is. Yeah I could probably master such a game, but I choose not to.

Look, the only reason anyone would ever complain about Unlimited is because they don't want to experience what it's like to feel like being degraded down to having the skills of a novice, as if this was your first time playing a Megaman game. Of course new games have new gimmicks, frustarting surprises, and quirky enemies. As you play along, you start to memorize every screen, every enemy placement, as well as experimenting with the new weapons to see what gimmicks they have behind them. Yeah I know Glue Shot is a near-carbon copy of Concrete Shot, but I repress that. All the bosses have simple attack patterns that can be avoided, provided that your timing is quick and eyes are quicker. I also watched my friend play through a small bit in the game to get myself a tad familiar to certain parts, such as Rainbow. As you know the bosses weaknesses and the specific weapons needed to reach certain items, you start to develop a way to reach the end much easier. If you want a quick playthrough, start with Glue. His weapon is needed for obtaining at least three of the Yoku letters, with Tank or Trinitro needed to obtain the last one. And this will make it so you get everything without having to revisit stages.

This is what I did to help myself through the game. I didn't get all "Angry German Kid" on the game, I always laughed the pain away for every mistake I did. It's easier to do so since it's not a multiplayer game. Trial and Error, that's the key to beating the game.
Title: Re: Megaman Unlimited
Post by: Dr. Freeman on August 21, 2013, 12:27:33 AM
The reason I complain about MMU is because the stages drag out for much longer than your average Mega Man game. (NemZ and I counted averages. MMU is about 10 screens longer than an average stage) and the checkpoints are not changed to reflect this, causing many stages to drag out much longer than they need to, combine that with instant death things everywhere (Every stage has spikes in it. Every Stage. Why would you need this) a really poorly done rush jet segment, and some brutal damage output (I don't care how easy his pattern can be, Glue Man should NOT deal 8 contact damage) and you got a problem on your hands.
Like you can memorize it and that's great, but even MM9 wasn't so heavy on the instant death.

Also everything about Wily 5 is bad for totally different reasons but I think Llama's speech went over that well enough.
Title: Re: Megaman Unlimited
Post by: Dimpsy on August 21, 2013, 02:27:19 AM
Quote from: "NemZ"
Congratulations!  You suck at gaming and have shit taste.
Wow, dick. I guess opinions don't exist on the internet anymore and everybody that disagrees with you automatically has shit taste. I DON'T SUCK AT GAMING DAMNIT! I can beat games if I WANT to, dude I am FARTHER in Mega Man Revolution than Unlimited, I'm almost to the point to even COMPLETING Revolution that's how good I am.

Quote from: "NemZ"
The level design is apparent everywhere in Unlimited, it's just too damn long and the checkpoints are unforgiving.  The stage gimmicks are creative and they push each to create some interesting platforming puzzles between fight sections.  Yes it reuses some things from past games but it generally does so in new ways.
The level design is STILL non-existing, Mega Man NEVER had this many spikes as a level design.
>Creative
>They're just the same stages we've played except filled with spikes everywhere
Yea, I recall Gravity Man's gimmick reused in another stage to REALLY be creative. And the vertical Gutsman moments are the MOST creative at all. As in NONE!

Quote from: "NemZ"
Are you for real?  The weapons are as good or better than many of the official games and the lack of a charge shot means you should definately be getting some use out of them.
Bullshit, the weapons are terrible, even the Mega Man 6 weapons are better. That's how sucking they are, except for Comet Dash.
Title: Re: Megaman Unlimited
Post by: Dr. Freeman on August 21, 2013, 02:37:00 AM
Quote from: "VirtualSonic43"
Quote from: "NemZ"
Congratulations!  You suck at gaming and have shit taste.
Wow, dick. I guess opinions don't exist on the internet anymore and everybody that disagrees with you automatically has shit taste. I DON'T SUCK AT GAMING DAMNIT! I can beat games if I WANT to, dude I am FARTHER in Mega Man Revolution than Unlimited, I'm almost to the point to even COMPLETING Revolution that's how good I am.

Quote from: "NemZ"
The level design is apparent everywhere in Unlimited, it's just too damn long and the checkpoints are unforgiving.  The stage gimmicks are creative and they push each to create some interesting platforming puzzles between fight sections.  Yes it reuses some things from past games but it generally does so in new ways.
The level design is STILL non-existing, Mega Man NEVER had this many spikes as a level design.
>Creative
>They're just the same stages we've played except filled with spikes everywhere
Yea, I recall Gravity Man's gimmick reused in another stage to REALLY be creative. And the vertical Gutsman moments are the MOST creative at all. As in NONE!

Quote from: "NemZ"
Are you for real?  The weapons are as good or better than many of the official games and the lack of a charge shot means you should definately be getting some use out of them.
Bullshit, the weapons are terrible, even the Mega Man 6 weapons are better. That's how sucking they are, except for Comet Dash.

While I agree that MMU isn't a good game, some of your arguments have no basis. Spikes everywhere is stupid, but there's still design to the levels, it's not like there's just a straight line or something, the enemy placement is still taken into account.

Talking about reusing gimmicks is kinda silly in a Mega Man game. Yoku blocks are like in everything, little hazards from the walls is a repeating offender. It's possible to reuse a gimmick if it's creative, and the Gravity Man gimmick is a really good gimmick that was not used enough in mm5, and it's one of the few things in MMU that's kinda cool.

Also you have no basis on why the weapons are terrible. Nail Shield is a pretty decent shield, taking care of obnoxious tellies and stuff (mostly in Glue Man on those conveyer belts), Rainbow Beam's big circle thingy helps clear out range (Looking at you stupid coin tossing things) Jet Missile has aim that homes in most of the time so that's cool.
Trinitro is lame though, it's like Tank with less range and more ammo
Title: Re: Megaman Unlimited
Post by: NemZ on August 21, 2013, 04:16:31 AM
Quote from: "VirtualSonic43"
I DON'T SUCK AT GAMING DAMNIT! I can beat games if I WANT to, dude I am FARTHER in Mega Man Revolution than Unlimited, I'm almost to the point to even COMPLETING Revolution that's how good I am.

...seriously?  I beat both of them weeks ago, before easy mode unlimited existed.  Revolution wasn't that hard, save a few cheap death spots in saw and haste's stages and the badly programed legs of the giant robot boss.  The most difficult part of beating that game was finding the motivation to care.  Unlimited was much more challenging but still definately beatable with a little practice.

I just beat megaman claw today, a mm1 rom hack.  THAT was a hard game, often unfairly so.

Quote
The level design is STILL non-existing

I don't think you understand what 'level design' means.  The game consistently builds each stage by introducing new enemies a few at a time in fairly safe conditions, then placing them in combinations and/or in increasingly advantageous (to them) terrain.  It also does the same thing with stage gimmicks and trick platforms, showing you how it works and then challenging you to prove you understand it when it gets more complicated.

Unlimited does definately have issues with pacing however, and I will say it has too much reliance on spikes/pits for challenge (though to be completely fair it also sells items that negate these hazards in the shop).

Quote
Bullshit, the weapons are terrible, even the Mega Man 6 weapons are better.

6 doesn't have bad weapons at all though, you just never need them because the buster and rush adaptors are awesome.

Flame - melts walls, hits decently hard, can do some fun things with the directional flames it makes
Blizzard - a little slow but the spread is a welcome addition
Plant - not a great shield weapon, but the fact that it ignores things it can't hurt rather than being canceled by them is a nice touch.
Tomahawk -  a little tricky to aim but deals good damage.
Yamato - needle with less ammo but peirces shields, or a weaker version of splash's laser trident.  not bad.
Knight - great weapon.  aimable, good damage, not too expensive per shot... what's not to like?
Centaur - sure, gravity hold comes in handy now and then.
Wind - it's bubble lead mk2.  does what you'd expect, and the toss off the screen animation is fun.
Title: Re: Megaman Unlimited
Post by: Oliver on August 21, 2013, 07:49:37 AM
I defeated ALL bosses, but now i need the Y O K U words to summon Yokuman.
Title: Re: Megaman Unlimited
Post by: Dr. Crasger on August 21, 2013, 10:15:26 AM
Well, after waiting, I got it weeks ago, and I've noticed his level design is sadistic, it looks like it was made specifically to get you to buy E-Tanks and those Shock Protection shoes. Then again, it might be because I'm not exactly the best platformer player, ever.

The music was good, it made me want to play the game even more.
The story is sort-of original, and the identity of the Final Boss should be kept secret.
It manages to look like an actual Mega Man game.
Title: Re: Megaman Unlimited
Post by: Dr. Crasger on August 21, 2013, 10:27:28 AM
Quote from: "Dr. Freeman"
The reason I complain about MMU is because the stages drag out for much longer than your average Mega Man game. (NemZ and I counted averages. MMU is about 10 screens longer than an average stage) and the checkpoints are not changed to reflect this, causing many stages to drag out much longer than they need to, combine that with instant death things everywhere (Every stage has spikes in it. Every Stage. Why would you need this) a really poorly done rush jet segment, and some brutal damage output (I don't care how easy his pattern can be, Glue Man should NOT deal 8 contact damage) and you got a problem on your hands.
Like you can memorize it and that's great, but even MM9 wasn't so heavy on the instant death

Indeed: the Glue Man, the spikes and the checkpoints.
Even Easy mode was done lazily.
It was more of a disappointment with the level design.

But in retrospect, after being defeated 11 times, doesn't Dr. Wily need to fortify his bases? But gameplay-wise, its not a that good of game at all.

Seriously, making us wait that long, and making the levels so hard and kind of unfair that we might finish in the same amount of time MegaPhilX finally released this game is just sadistic. But I guess this answers some requests of Mega Man players out there who want a better challenge, you know after playing 10 official games and maybe other fan games that can be finished in an day or two,
don't you think you'd want a challenge that drags on? Unfortunately, I am not one of those people.
Title: Re: Megaman Unlimited
Post by: -FiniteZero- on August 21, 2013, 12:51:10 PM
...I think people think the difficulty is much higher than it actually is. On easy mode, I beat it, for nyan's sake. I'm not even that good at Mega Man games.
Title: Re: Megaman Unlimited
Post by: Hallan Parva on August 21, 2013, 01:14:29 PM
see that's the thing


I brought this up before in another post (http://cutstuff.net/forum/viewtopic.php?p=248507#p248507) but Mega Man Unlimited really doesn't have much difficulty. What most people are perceiving as the game being "hard" is just artificial difficulty, super-imposed with overly extended gauntlets for stages, excruciatingly high damage values, and spike placement up the wazoo. Easy Mode did three major things to the game: add more checkpoints, tone down the damage, and add lazily-placed blockades around nearly every set of spikes in the game. To be honest the checkpoint thing could really get its ass over to every mode of the game, but I digress. With the three "hard" things removed from the game, actual difficulty becomes nearly nonexistent.

In Mega Man Powered Up I absolutely loved Elec Man's redesign because it used the Elec Beams and Yoku Blocks in a clever combination. In Mega Man 2 I hated Wood Man because of the Monkings that hung under the bars that I could never seem to fake out, but they were placed well and even when they hit me, they only dealt about 3 units of damage. In Mega Man 7 I enjoyed Shade Man's stage a lot due to having lots of castle-themed traps like the dark room, ceiling crushers, and a flight of stairs with Kyorowns perched along the rails. In the case of an "Easy Mode" these things were still modified. Elec Man had Helper Blocks placed over pits, and the Elec Beams shot slower to give the player more time. Shooting enemies in Shade Man's dark room would light up the area for a split second when playing 8 Robot Masters Unlocked from the start. Mega Man 2's "Normal" mode had everything deal less damage in general, though the stages retained all of their original designs. In any case, all of these games will still give a novice or "greenhorn" player a run for their money. Some of the difficulty was lowered by making certain obstacles easier to deal with, but the stage layouts were so powerful that they still retained a good portion of their original challenge.

Mega Man Unlimited's "Easy Mode", on the other hand, seems to do things in all the wrong ways. Granted, I beat the game in its original v1 format, but just for laughs I booted up Easy Mode to observe its effects, and it does nothing but shame the player for playing it. I had joked that most of Unlimited's "design" was over-the-top damage values and death everywhere, but after Easy Mode I feel inclined to believe it. Even bruisers like Trinitro Man's "Dr. Eggman birds" only dealt around 2 damage from their previous 8 damage, and the Helper Blocks felt like they were on every other screen. Sure, there was still a legitimately "good" area every now and then (honorable mention to Jet Man, who was still the only good stage in the game, Yoku Man notwithstanding) but for the most part, stages became a long and unmemorable slog. Sure, nerfing the damage to nearly nonexistent might be a bit much, but it then becomes apparent how unholy the original damage values were. Sure, patching up nearly every spike patch and bottomless pit was a bit silly, but it just made it glaringly obvious exactly how many death pits there were to begin with. No game is without its flaws, but in Unlimited's case I had figured that (being an online game) it would have been better to fix the root of the problem itself with adjusted enemy behavior and remixed stage layouts. Unfortunately, what we get instead is a "quick and dirty" hotfix that attempts to simply "patch over" the problem without doing much to correct it. It's disappointing, and further solidifies my opinion that Mega Man Unlimited simply does not care to give the player a proper feeling of risk/reward or completion satisfaction. Even with its superior weapons, awesome music, tighter engine, and cleaner graphics, I still prefer games like Mega Man Rock Force and Mega Man Revolution simply because they know how to step the fuck back and let you enjoy the scenery before plowing your face into it.



also if I see "for nyan's sake" again I will personally punch your head off its shoulders and replace it with a cactus

then they'll have to call you -CactusZero-
or -FiniteCactus- if you swing that way
Title: Re: Megaman Unlimited
Post by: Dr. Freeman on August 21, 2013, 01:53:30 PM
Real talk, one of my biggest problems with Unlimited is the fact that half the people who defend it (not everyone mind you) basically say, "Well, it's a fangame so you really can't say that." Which is wrong on so many levels.

I also totally agree with your entire second paragraph.

And I'd like to add that Unlimited HAS a lot of really cool ideas in concept, it's the execution that's really poorly done. If they just broke up Wily 4 into two stages, the whole mini level before a boss would be really cool, but the stage keeps going and that's what brings it down.
The final boss is a neat idea (even if I would still dislike it, it wouldn't be downright hate) but they decided to make it enjoyable to the player so they feel no accomplishment for beating it.
Wily 3 is a neat idea...actually I don't mind Wily 3 as much for the most part.

Point, there's a lot of cool ideas in this game, just poor execution.

Oh, and it's sorta relevant, but I just woke up and the last thing in my dream was fighting Yoku Man, him summoning spikes and my controller breaking in two. I haven't even touched the game in 2 weeks so I don't even know why that happened.
Title: Re: Megaman Unlimited
Post by: NemZ on August 21, 2013, 03:59:42 PM
I'd agree with most of that rant... the damage tends to be too high, the hitstun is too long, it overuses instakill penalties of all types, the stages are too damn long, the checkpoint placements are brutal and the shop feels kinda pointless.  It's not a perfect game by any means, and the easy mode is laughable.  I suspect a lot of this could have been fixed if they had done playtesting with a wider skill range of players rather than relying on one 'expert'.

That said, I love the gimmicks, the weapons are all both useful and fun, and the graphics/sound are generally top-notch (except the few songs Phil did).  Poor stage design is arguable (wily1 is absolute shit, no question), but saying the game has no stage design however is just ignorant.  Yokuman's stage is my favorite stage in ANY megaman game, official or otherwise.

As to wily 4... the mini stages cold have been a little longer each and then taken everything else out to make a proper stage 5 with bass/wilymachine/wilycapsule fight as the finale.  I'm not wild about the mini stage concept but if you're going to do it make them more relevant.

My problem with revolution is more that it gets a lot of little things wrong.  The music ranges from dull to painful.  The graphics are often lifelessly boring, indistinguishably 'busy', or simply stolen outright from another game.  The stages are a bit too long and feel much longer than they actually are because they're so boring.  It has tons of weapons that are generally pointless crap.  None of the RMs or minibosses are actually fun to fight, and some of the fortress bosses feel unfinished.  The difficulty tends to be nonexistant except for when it's suddenly very tricky.  The submarine stage is stupid and tedious (and why the hell aren't you using rush marine?).  Half of the fortress stages seem to wish they were part of some other series.  The last level is especially retarded and the final boss is a complete joke.
Title: Re: Megaman Unlimited
Post by: Emmanuelf06 on November 27, 2013, 05:52:55 AM
I wanted say, the game is not so hard but we need to take CARE a LOT with the traps !!! Some difficult things are boring and not so skilled but the game is really full of original things and ideas !!!

But i wait for the final release of MMR.

For now, i try to finish MMU, who is really good !!! I like how we must play sometimes with "near 1 pixel" xD
Title: Re: Megaman Unlimited
Post by: id Man on November 27, 2013, 11:41:35 PM
Admittedly, I find Mega Man Unlimited too hard for me. I did find some satisfaction in getting farther in easy mode on Nail Man's and Glue Man's stage, even though I still managed to screw up somehow. Maybe it's better to play it with an attached controller than with a keyboard. It's a shame that I might not want to play it, because I've gotten used to playing hard retro-games that try to capture the classic NES feel, like Cave Story and Poacher. Still, I love watching the video playthroughs of the game, including the developer's commentary playthrough of some of the levels. It still is excellent quality in its execution, despite its hardness. It's quite possible that the developers were aiming this game more towards their level of skill then for the player. It may not worked for many here, but there are some who braved it and seem to love it. I'd still study it as a template on what to do and what not to do for a fan game.

At least most of the criticisms here are leveled more at its hardness than about its concept. I still found it weird when I read the review of one player who said that Unlimited's major flaw was its story execution. Considering that the Mega Man games were never known for having a deep and well-developed story, it seems like an odd complaint to me.
Title: Re: Megaman Unlimited
Post by: CHAOS_FANTAZY on November 28, 2013, 01:59:02 AM
Quote from: "id Man"
At least most of the criticisms here are leveled more at its hardness than about its concept. I still found it weird when I read the review of one player who said that Unlimited's major flaw was its story execution. Considering that the Mega Man games were never known for having a deep and well-developed story, it seems like an odd complaint to me.
I never meant to say it was the one flaw or the one that singlehandedly killed my gaming experience.  However, the way I approach game design says that each aspect of the game is important to some extent, and if one aspect is bad, it can drag the entire thing down.  I might have been able to enjoy MMU a bit more if its storyline was better; because it was not, I did not.
I also figured it would be better to address the story because everyone else was already complaining their heads off about the gameplay.
Title: Re: Megaman Unlimited
Post by: LlamaHombre on November 28, 2013, 02:07:09 AM
I generally didn't have a huge problem with MMU's story other than its unrealistic goals.

The game tried to be a bridge between the Classic and X series, which physically is impossible when only one minuscule thread (which was the worst part of the whole game, might I add) connects the two. Regardless of how predictable it was or how similar it was to MM10 (which I don't blame it for - the story was probably done before MM10's announcement and refined since then), the fact that it tried to be something it's not just kinda shoots the story in the foot. Then again the only great story I've seen in a Mega Man game comes from the Zero series, so I can't ask for much.

I haven't played this game since I ranted about it a few pages back.



This was released about two months ago. No word of anything since then though.
Title: Re: Megaman Unlimited
Post by: id Man on December 01, 2013, 09:46:18 AM
Quote from: "CHAOS_FANTAZY"
Quote from: "id Man"
At least most of the criticisms here are leveled more at its hardness than about its concept. I still found it weird when I read the review of one player who said that Unlimited's major flaw was its story execution. Considering that the Mega Man games were never known for having a deep and well-developed story, it seems like an odd complaint to me.
I never meant to say it was the one flaw or the one that singlehandedly killed my gaming experience.  However, the way I approach game design says that each aspect of the game is important to some extent, and if one aspect is bad, it can drag the entire thing down.  I might have been able to enjoy MMU a bit more if its storyline was better; because it was not, I did not.
I also figured it would be better to address the story because everyone else was already complaining their heads off about the gameplay.

D'OH! Sorry, man. I was trying to be discreet by not referring to you by name, and I failed. I feel bad about putting that last part in there. Sorry.  I can understand being unable to enjoy a game when the story has its flaws. I just didn't think MMU's story was really so glaring, and I attributed your criticism to over analytical frenzy. Most, or all, of the Mega Man games do have intentionally bad and predictable stories, but even if MMU's story was predictable or illogical (from your viewpoint, as I recall), I liked how it was crafted. I admit, I got it mainly from watching videos because I can't play the game with ease on my computer (I'm a wimp), but I found MMU's story and look to be on the right track on where Mega Man fan games should go. It just may be about time that Mega Man fans did create a fan game which would be for Mega Man what Link to the Past was for Legend of Zelda. As I wrote before, I'm curious as to how you would write your own Mega Man fan game, CHAOS_FRENZY... I mean! FANTAZY. I think the kind of Mega Man game you'd have in mind is not only one which has original and compelling boss fights, very fun yet challenging levels, and original textures, but would also have a story which defies the traditional simplistic plots of the MM series in favor of a story which blends Japanese-styled hard science-fiction with the twists and turns usually found in Hitchcock and Silver Age Marvel Comics. A MM fan game like that would kick ass.

Quote from: "LlamaHombre"
I generally didn't have a huge problem with MMU's story other than its unrealistic goals.

The game tried to be a bridge between the Classic and X series, which physically is impossible when only one minuscule thread (which was the worst part of the whole game, might I add) connects the two. Regardless of how predictable it was or how similar it was to MM10 (which I don't blame it for - the story was probably done before MM10's announcement and refined since then), the fact that it tried to be something it's not just kinda shoots the story in the foot. Then again the only great story I've seen in a Mega Man game comes from the Zero series, so I can't ask for much.

I haven't played this game since I ranted about it a few pages back.



This was released about two months ago. No word of anything since then though.

I wouldn't say that MMU's goals were unrealistic. I actually liked that Mega Man was facing the prototype of Zero at the end, even though it was intentionally a fight you could never win. I think that one of the reasons why the creators made the game so hard was demonstrate how much more brutal the world would become once the Maverick Virus starts infecting more advanced robot models like the Reploids. It was a nice touch too when Dr. Light analyzes his data at the end and comments that it yield unlimited potential. I don't know of any better way to cleverly bridge the classic and X games the way they did.... Well, I'd want the game to be easier, of course, but I still think that the concept of MMU is still clever.
Title: Re: Megaman Unlimited
Post by: Emmanuelf06 on December 03, 2013, 07:36:55 AM
Hey guys, what is your favorites themes?

This game remind me Megaman 9....the 8 stages have good musics, specially Tankman, Glueman and rainbowman, a lot of beautiful and fun themes!

Need to play the wily stages now ^^

EDIT: I finished the game, omg, the ending, the credits, everything is splendid in this game, it could be really an official game....(except maybe for zero cannon but it's not so important)....
Title: Re: Megaman Unlimited
Post by: Korby on December 06, 2013, 10:26:35 AM
I remember when I saw Whirlpool on what'shisface's deviantART and the description said very clearly that he wasn't going to be in MMU.
Those were fun times.

It just occurred to me that I can play this game without it looking ludicrously squished!

Aw!
Title: Re: Megaman Unlimited
Post by: Doctor Jughu on May 07, 2014, 03:29:45 AM
I hate the game because
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Title: Re: Megaman Unlimited
Post by: CDRom11_2007 on May 07, 2014, 04:57:37 AM
But what about Vile from X1? Not to try and shoot down your point and reason, but its just the 'impossible to beat' thing kinda reminded me of the helpless feeling Vile gave you from X1, and, well, its suppose to since this is Zero. He's suppose to be some 'all powerful robot' years beyond his time. And I think that's what MegaPhilX was trying to convey.
Title: Re: Megaman Unlimited
Post by: idiot9.0 on May 07, 2014, 05:31:03 AM
Well with Vile it was kind of justified why it happens. It was to portray Vile as this thing you couldn't even scratch, but you grow as a character and destroy him in the end.
With Zero here though, it was just trying to say "Ohey Wily built him you know" but it wasn't anywhere near as suspensful as that.
With vile there was a reason to it all and it felt satisfying once you destroy him. However with this it felt thrown in and wasn't nearly as satisfying.
Plus Zero was the Final Boss, which you could do nothing against. And once he almost kills you it's over, you feel no satisfaction, and have to survive one last hallway with a bitter taste in your mouth.

I like this game and everything, but regardless if this was how MegaPhil imagined it, the ending wasn't executed anywhere near well. The fight should not have been unwinnable, just having Zero be extremely strong. Like have it still end at one life bar remaining for story sake but also allow the player win, playing a slightly different ending sequence.
Just giving the player some way of knowing that it can be won.
Or hell, just having the Wily fight and the Zero fight happen in the same room so it plays immediately off each other would be nice.

The idea of Megaman running into Zero isn't a bad idea, just it was very poorly executed here. But it's still a good game.
Title: Re: Megaman Unlimited
Post by: Dataman on May 08, 2014, 12:18:54 AM
Quote from: "CDRom11_2007"
But what about Vile from X1? Not to try and shoot down your point and reason, but its just the 'impossible to beat' thing kinda reminded me of the helpless feeling Vile gave you from X1, and, well, its suppose to since this is Zero. He's suppose to be some 'all powerful robot' years beyond his time. And I think that's what MegaPhilX was trying to convey.

Not sure how valid this point is, since the Remake of X1 lets you beat Vile, it's just very hard. which, as mentioned by idiot9.0, is how they should have done Zero.

Then again, I haven't really played this game yet and was really just throwing some info out there
Title: Re: Megaman Unlimited
Post by: Blutorus on May 14, 2014, 08:58:48 PM
Personally, I just think it's a matter of opinion if it benefits the game, but I think everyone can agree that an unbeatable boss battle shouldn't be placed at the end. However, this guy thinks quite the opposite:



Even though it isn't the greatest to have it at the end (or for other reasons that have bothered people), I don't think it's worth it to hate a game just because. I'm not treating it like it's the best material to ever rise on the face of fanon, but I also don't think it's worth it to bash on it just because it's not my favorite. Trust me on this, I have seen much worse fan games out there. Don't believe me? Click the spoiler if you dare to watch what I believe to be the worst fan game of all time, Mega Man 42 (I don't even know how it got 4/5 on Yoyo Sandbox).

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Title: Re: Megaman Unlimited
Post by: Magnet Dood on May 15, 2014, 02:53:15 AM
The game looks pretty poorly made I'll admit, but Ombuds Man's theme is pretty good.
Title: Re: Megaman Unlimited
Post by: Superjustinbros on May 15, 2014, 04:19:18 PM
Is it fair for me to say I enjoy Missile Man's theme?
Title: Re: Megaman Unlimited
Post by: Blutorus on May 15, 2014, 07:44:43 PM
You be the judge on that one.
For me, my personal favorite music (still kinda bland though) is Sky Man, but my least favorite is a draw between Sand Man and Art Man (As seen in parts 2 and 3).

But back to Mega Man Unlimited, are any of you guys anxious to see what's in store for the upcoming Whirlpool Man update/extra content/not publicly available thing?
Title: Re: Megaman Unlimited
Post by: NemZ on August 02, 2014, 06:15:40 AM
So, anybody play the new update yet?  Whirlpool man's stage is pissing me off, primarily because of the bullet hell minibosses.
Title: Re: Megaman Unlimited
Post by: Dr. Crasger on August 02, 2014, 12:38:03 PM
Quote from: "NemZ"
So, anybody play the new update yet?
So, how did MegaPhilX weasel his way into adding a 10th robot master?
Title: Re: Megaman Unlimited
Post by: NemZ on August 02, 2014, 03:10:11 PM
it's accessible from the special menu, similarly to the special stages in mm10.  also an endless mode and boss rush mode.
Title: Re: Megaman Unlimited
Post by: CHAOS_FANTAZY on August 02, 2014, 11:45:49 PM
I still don't like Mega Man Unlimited overall, but kudos to Whirlpool-Man.  His stage was typical MMU for the most part, but compared to other stages in the game, it was a reasonable length, and he himself is the most fun RM battle the game has to offer.
(Even if Water Cannon is incredibly boring...)
Title: Re: Megaman Unlimited
Post by: Gummywormz on August 03, 2014, 03:40:01 AM
Quote from: "NemZ"
So, anybody play the new update yet?  Whirlpool man's stage is pissing me off, primarily because of the bullet hell minibosses.

Stay to the ground most of the time, about 1 Mega Man to the right of the wall. Nitro Blast hits them when they are shielded, just wait for an opening and jump.

Though if you hate the minibosses...good luck with Whirlpool himself.
Title: Re: Megaman Unlimited
Post by: NemZ on August 03, 2014, 04:42:58 AM
Oh I beat it already, I just really don't like fighting those things.  It's really tedious to do so safely, especially since there doesn't seem to be any pattern to the horizontal shots.  Rainbow also works well, but I'm a 'buster only' guy at heart so it bugs me when I'm almost forced to use them to blow through particularly annoying things like this.

Does Whirlpool Man have a weakness?  I didn't notice one, but I may have just missed something.
Title: Re: Megaman Unlimited
Post by: CHAOS_FANTAZY on August 03, 2014, 05:02:53 AM
Quote from: "NemZ"
Does Whirlpool Man have a weakness?  I didn't notice one, but I may have just missed something.

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Title: Re: Megaman Unlimited
Post by: Jakeinator on August 03, 2014, 05:56:30 AM
I don't really get most of the hate for Mega man unlimited's difficulty, its noticeably harder than most mega man games from what I've played, but I haven't really encountered spike hell like everyone else seems to have, I enjoy the game for what it is, even if some things feel off. Biggest problem is the stage length, and not so much the difficulty, however even then, the stages aren't as marathon-y as people tend to say they are. As a side note i still have yet to play whirlpool man's stage or the extra stages yet, although i still haven't beaten the main game. Whirlpool man's stage might be the next I take on.
Title: Re: Megaman Unlimited
Post by: idiot9.0 on August 03, 2014, 10:22:40 AM
I just don't understand the hate in general. The game has flaws but, as you said, it's enjoyable for what it is.
My main problems with it are Rainbow Man's stage in general, the stage length issue (and even then it's not as long as people claim) and the obvious ending problem that I said a few pages back but other than those minor things it plays and feels like an actual official Megaman game.
The storyline's somewhat interesting, the platforming is great, and the look and feel of Megaman is there. In my opinion it could pass as an official Megaman game easily.

As for the new content, Endless modes are fun as always. Whirlpool Man's stage is surprisingly easy for me, and the mini-boss was enjoyable. Both mini and Whirlpool himself both feel shmup-y but are quite easy to dodge. I found Glue Man's weapon the best against him somehow. But overall nice stage and boss. Weapon you get is neat too.
Title: Re: Megaman Unlimited
Post by: NemZ on August 03, 2014, 02:05:59 PM
Unlimited stages (not counting alternate paths) average somewhere around 35 screens.  Most megaman stages are around 20.  So yeah, it's a significant difference.

Edit:  Started messing around with Endless mode... right off the bat, first screen and I'm already annoyed at the use of non-NES colors.  I'm surprised by this as the rest of the game as far as I've seen does stick with the real palette. but apparently many of these sections were fan submissions.
Title: Re: Megaman Unlimited
Post by: Threxx on August 04, 2014, 05:22:51 AM
Quote from: "NemZ"
Unlimited stages (not counting alternate paths) average somewhere around 35 screens.  Most megaman stages are around 20.  So yeah, it's a significant difference.

Edit:  Started messing around with Endless mode... right off the bat, first screen and I'm already annoyed at the use of non-NES colors.  I'm surprised by this as the rest of the game as far as I've seen does stick with the real palette. but apparently many of these sections were fan submissions.

The game doesn't use the NES palette at all. It deviated many times in the main game. As for endless attack, all the tilesets were done by MPX, the fans only submitted the designs for the areas.

To address the difficulty issue, the stages are really way too long (Nail Man's stage is 40 screens, and feels it). Longer stages in MM generally either get boring or get too difficult after a while, as there is either too much empty space to engage the player, or it is difficult to survive due to MM's health being balanced around a stage about 20-27 screens long. Combine this with unnecessary spike/pit placement, and you get really poor level design. Knowing the stages and how to beat them, it doesn't feel as bad, and MMU is a game that gets somewhat better on later playthroughs. However, an initial playthrough is hell, as you will die over and over, making stages drag out for 10 minutes or more. The Wily Castle is a ridiculously long marathon through stages that really overstay their welcome. Hands down the worst part of the game. Once you get weapons, the game gets somewhat easier, the matter is getting to those weapons in the first place by beating a stage.

Whirlpool Man was a step in the right direction IMO. It wasn't too long, the spike placement was a lot more judicious, and having all your weapons helped too. My only issue is that there is quite a bit of waiting for various things in the stage. Otherwise, its probably the best stage in the game TBH. Endless is alright, but a lot of the tilesets are overshaded and out of place, and some sections are just batshit insane.
Title: Re: Megaman Unlimited
Post by: NemZ on August 04, 2014, 06:38:11 AM
Quote from: "Threxx"
The game doesn't use the NES palette at all. It deviated many times in the main game.

Yeah, looking at it again you're right.  Not sure how I got that mixed up.
Title: Re: Megaman Unlimited
Post by: Hunter Frags on April 27, 2015, 03:40:50 AM
Do I regret bumping this thread? No, so refrain from whining please because now, it's time for a legitimate question:
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Title: Re: Megaman Unlimited
Post by: Beed28 on April 27, 2015, 12:58:58 PM
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Title: Re: Megaman Unlimited
Post by: Hunter Frags on May 15, 2015, 02:47:19 AM
Remember the last time I bumped this thread? What? That wasn't that long ago and it was two posts ago anyway?

Oh well, unlockable Z-Prototype playability's out now. (http://megaphilx.com/?p=3843)
Title: Re: Megaman Unlimited
Post by: Knux on May 15, 2015, 03:02:49 AM
I was waiting on this so I could finally try this game out. Welp, here we go.