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Messages - MusashiAA

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1666
Mega Man Discussion / Re: Buster-only runs: completely missing the point?
« on: October 29, 2010, 04:03:18 AM »
Quote from: "PressStart"
This became really apparent when they released 9...

Remember MM8? Flame Sword? Flash Bomb? Ice Wave? Homing Sniper? Tornado Hold?. They're all useful, and I learned that in my very first run through MM8.

Maybe the buster-only run does give a sensation of challenge, but it should be that way if by challenge you mean "harder boss fights". But the buster doesn't run out of ammo, it's fast and, in some games, chargeable if you didn't like the base AT and wanted more firepower from it. Which is why I keep saying that the Charge Shot needs some tweaking (or probably nerfing. Some hackers lowered the Charge Shot's AT to 2, instead of the normal 3).

MM4GB's Charge Shot is a good example of a tweak. A longer charge time can also be a good example.

1667
Mega Man Discussion / Re: Buster-only runs: completely missing the point?
« on: October 29, 2010, 03:45:18 AM »
Quote from: "brotoad"
...and much like MMX5 it just felt like a hack of MMX4

I have played the living hell of the three PSX MMX games: believe me, they are different. Can't tell you why, but they are.

On topic, while we're discussing the purpose of buster-only runs, a common issue is brought upon us:

Are we really sure when we say that certain weapons aren't useful? I used to say that about Dust Crusher and Gyro Attack and Gemini Laser, and now I use them more often than the buster. Hell, I used to think Top Spin sucked. How wrong I was :3

1668
Maps / Re: Ivory's Ebony Dungeon of Maps
« on: October 29, 2010, 03:30:34 AM »
Quote from: "Ivory"
Quote from: "Musashi-COM"
Is there a posibility you can add a new version of my song, IF I can extract the original .ftm file from my comp and tinker with it a little bit? I just want to edit certain notes that are a bit off and tweak the instruments a little bit.

Of course. Just do me a favor and make a seamless loopable version for the purposes of the map. I edited the one you had on youtube to loop with very minor (as in as you have to listen for it) looping.

Yeah, it's a fluke that happened in older Famitracker versions (and I believe it's still a persistent problem). Any tempo that didn't end in 5-0 made the song skip between frames. I can easily fix that... if it wasn't for my little "handicap" lol

1669
Help & Editing / Re: What programs do you use to create 8-bit music?
« on: October 29, 2010, 03:06:11 AM »
Here's a tip:

If you press < in the pattern editor, any instrument that is currently playing will mute. Use this feature until you know a bit more about the volume sequence editor :3

1670
Maps / Re: Ivory's Ebony Dungeon of Maps
« on: October 29, 2010, 03:00:31 AM »
Stop right there, Miss Ivory.

I tried your map...

...what can I say? IT'S AWESOME :D. I can see what stage Wily is making out of Wood Man'sShadow Man's? :3 I now have motives to redo/recompose the Wood Field song, but since my main comp currently has no monitor, I can't even get my .ftm files out of it so I can edit Wood Field a little bit to make it more pleasable.

Is there a posibility you can add a new version of my song, IF I can extract the original .ftm file from my comp and tinker with it a little bit? I just want to edit certain notes that are a bit off and tweak the instruments a little bit.

1671
Mega Man Discussion / Re: Buster-only runs: completely missing the point?
« on: October 28, 2010, 03:52:34 AM »
Quote from: "TrueTenguMan"
Quote from: "Musashi"
X5-8.
If you really believe that X6 had the 'best" placement of enemies and stage design regarding difficulty, remind me to throw a few drill bombs your way when I see you in a Death Match :|

If I do, by all means go ahead. You'll do it anyways :3

X6 was a convoluted piece of game. Barely playable. One of the hardest/most broken MM games I've ever played. STILL, THAT'S THE ESSENCE OF THE SHADOW ARMOR+ULTIMATE BUSTER, RITE?. Broken game requires broken armor. Which also brings me to another issue: later X games gave more importance to the completion of the armor, but X6 goes beyond this in the most beyondest beyondness that can be achieved, and more. You literally NEED the Shadow Armor to proceed. Otherwises, you can't. You will ragequit, no questions asked.

BUT HOLY MATOYA, THAT GUY IS INSANELY MAD! He's my hero from now on. Screw you, Dr. House.

1672
MM8BDM Discussion / Re: New release tomorrow - Change list preview!
« on: October 28, 2010, 02:58:13 AM »
Quote from: "CutmanMike"

    MAP - Improved the bouncers in Gyro Man's stage.
    MAP - Wave Man's stage now has weapons in the sea, to encourage people to leave the starting platforms.
    WEAPON - Pharaoh Shot now does radius damage when it hits.
    WEAPON - Power Stone radius increased, making it easier to hit people with.
    WEAPON - Silver Tomahawk now flies a lot faster, making it a better ranged weapon.
    WEAPON - Napalm Bomb bounces less, making it better for dropping off ledges.
    WEAPON - Fully charged Proto Buster is now wider, making it easier to hit people with.
    WEAPON - Bass Buster has a slight spread.
    SINGLEPLAYER - "Game Saved, Chapter Unlocked!" message appears after each chapter is complete.
    SINGLEPLAYER - Bot AI reduced. Their aim will now suck, making singleplayer easier.
    SINGLEPLAYER - Frag counts reduced in all matches, making singleplayer quicker to beat.
    MISC - All items now respawn faster.
    MISC - Beat now appears in the corner when you have him, rather than appearing when you fall off a ledge.
    MISC - Fixed LMS spawning issues with large amounts of players.
    LAUNCHER - Added an "Add File" button to add PWADs (maps etc) to the game.

I love you, Mike :3

Can't wait for the upgrade!

1673
Mega Man Discussion / Re: Buster-only runs: completely missing the point?
« on: October 28, 2010, 01:10:23 AM »
Quote from: "brotoad"
they removed slide and charge shot because they seem to think that megaman 2 is the greatest game they ever made.

Not that I hate MM2, but it's not the greatest MM game ever made to begin with (I personally think MM3, along with X1 hold that position).

Quote from: "TrueTenguMan"
If I recall, both slide and Charge shot made stage transversing and boss battles rather... easy. Mega Man being about difficulty (I assume...) was what made fans enjoy it so...

Well, how do you think that easyness can be solved? A trickier stage layout and stronger enemies/tweaking the Charge Shot. That could've been easily made. And you're right about what MM games are about: difficulty and how you solve it.

Quote from: "TrueTenguMan"
...the only thing hard about the mega man stages were the enemies themselves since they gave off that feeling of intimidation (big eye anyone?).

Nnnnnooooo... the stage layout is really important, since it can also determine the type of enemy that can be implemented into the game to make things more difficult. The stage layout is not only the look of a stage: it's the enviroment itself (platform-ladder-pit-hazard positioning, stage gimmicks...)

A MM game can be very different if the developing process follows the "design neat and useful weapons/abilities->make hard stages that encourage the player to use those useful weapons we designed to beat it" formula, instead of "make hard but beatable stages->design weapons that make certain parts of a stage easier". I believe MM5-6-10, X5-8 and the ZX series were made using the last method, making less emphasis in copy weapon usefulness.

Quote from: "Mr. X"
However, I feel MM9 put more emphasis on alternate weapons than ever.

Remember MM1-2? I absolutely agree with you on that...

Quote from: "Mr. X"
I went back and played MM5 and MM6 after playing MM9 and MM10 and I found that having no slide and no charge made things simpler without detracting from the experience.

...but not on that. Longer stages/smarter bosses would've easily compesated the addition of the slide, while stronger enemies/nerfing would've solved the Charge Shot issue. Capcom's obsession with "keeping it retro" didn't need to eliminate Classic Mega Man's most famous abilities, and they still did.

"Let's make a new MM game, but without the slide and the Charge Shot" is pretty much saying "let's hack MM2 and add new weapons". Don't get me wrong: I love the return of the 8-bit graphic style, but damn...

1674
Mega Man Discussion / Re: Buster-only runs: completely missing the point?
« on: October 27, 2010, 07:04:54 PM »
@Korby

In games like MM10 or MM5 or X5 or some Zero/ZX series save for Z1, it seemed like the only useful thing in the game was your default weapon given to you at the start. It seemed as if you can beat the game without the help of the rest of your weapons, save for a few moments. This means that a buster-only run, in the "Jump-N-Shoot" games, is the easiest way to clear the game.

I'm implying the lack of importance given to copy weapons recently in both official AND fan games. Instead, we're given tweaks to the default weapon/abilities.

Why removing the slide and Charge Shot? Capcom could've just made a harder stage layout/stronger enemies, but they didn't. Another trend is: most popular MM games = usefulness of the default weapon in said games.

1675
Mega Man Discussion / Buster-only runs: completely missing the point?
« on: October 27, 2010, 06:47:37 PM »
This is something I've been questioning myself for quite some time. Let's put it this way:

A Mega Man game, following the classic "Jump-N-Shoot" gameplay formula, is basically a game where you jump from platforms to platforms, avoiding pits and hazards, and kill any enemy that blocks your path to the end of the stage. The goal of the game, aside from clearing it, is to defeat all the bosses and copy their abilities. Said abilities are either more powerful than your default plasma gun, or more useful in certain situations you may encounter in later stages.

Long story short, the main attractive is the Weapon Copy System. The Zero, ZX and Legends series have their own approach to this, but in the end it's all about obtaining a wide arrange of weapons/abilities at your dispense.

In most MM games before X4/Legends 2, you were encouraged by the game to use those weapons, since later stages/bosses required more firepower (which you already had/ needed in order to get there). When X5 came, the games seemed to make more emphasis in the default weapons, save for a few weapons that were actually mandatory to just pass a certain stage. This is also a trend that's taking over the more recent Jump-N-Shoot games, where at least 3 out of 9 weapons are handy and fun to use.

So my questions are: isn't going for buster-only runs, missing the whole point of playing MM games? If a whole MM game can be beaten with the default weapon, wouldn't that make it the most powerful/useful weapon in the game, therefore the cheapest way to clear the game? If you're able to refill your other weapons with drops, why do people stick with the buster, when there are more efficient ways to clear a stage?

1676
Projects & Creative / Re: Mr. X's Stages - We're going to the races!
« on: October 27, 2010, 05:36:23 PM »
Quote from: "CopShowGuy"
What do you think about using Mega Man Soccer music for the racing music? :p

^THIS.

I haven't tried the racing map myself, but I'm planning on doing so. It looks pretty neat :p

1677
Mega Man Discussion / Re: Favourite songs from each classic series game?
« on: October 22, 2010, 05:19:08 AM »
MM1: Fire Man.

MM2: Air Man.

MM3: I have to say Wily Stage 1-2. And Hard Man.

MM4: Drill Man and Wily Stages 3-4.

MM5: Dark Man Stage.

MM6: Mr. X Stage and Blizzard Man

MM7: Walk the Invisible (Wily Stage 3) and Burst Man.

MM8: Wily Stage 2 and Aqua Man.

MM&B: Pirate Man and Dynamo Man.

MM9: Flash in the Dark (Wily Stage 1) and Fake Man

MM10: Daaaaaaammmn, I'll have to choose No Turning Back (Wily Stage 3) and Get the Punk Out, but take note that I like every song in MM10 just as much as those two.

1678
Mega Man Discussion / Re: Favourite Classic Mega Man Title
« on: October 20, 2010, 02:52:52 AM »
MM3, closely followed by MM8.

1679
Skins & Bots etc / Re: ATTENTION CUTMANMIKE. MM8BDM Music
« on: October 15, 2010, 06:01:31 AM »
*coughcoughrecordingtheNSFswithVirtuaNEScoughcough*

1680
MM8BDM Discussion / Re: a video guide on how to play the game by brotoad
« on: October 14, 2010, 02:39:11 AM »
Oh my god, Bubble Man has the best pimp walk I've ever seen.

PLUCK PLUCK PLUCK PLUCK <3<3<3

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