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Messages - Heihachi_73

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31
Quote from: "Jakeinator"
I wouldn't mind if they kept making 8 bit Mega Man games for classic IF they also continued stuff like the X series and didn't revert that back to 16-bit style and kept it advancing. I doubt they'd pull something like that if they made another game in the latter Mega Man (zero and ZX) style though.
8-bit is dead, Megaman classic needs to enter 20XX already. Besides, 7, 8 and Megaman & Bass had 16-bit graphics, and I still regard those as the last proper games in the series. 9 and 10 should have had the same visual style, and the ability to slide at least.

32
Quote from: "Geno"
It looks more like a late-NES first-party title from the box design, and CAPCOM is only mentioned once in small text in the first page of the manual. (Also, Mega Man's the most on-model he would ever be on the boxart until MM8. The people at Nintendo of America knew how to draw Mega Man better than the people at CAPCOM USA)
Looks great alongside the PAL versions of 3, 4 and 5 (and the German version of 2, although I don't own it, I have the regular PAL-A version where he looks like RoboCop instead). Who knows what drugs Capcom's international artists were on back then. I always thought the US depiction of Megaman in 3, 4 and 5 looked like Alfred E. Neuman (the What, Me Worry? kid) from MAD Magazine. So glad they redrew his face in the European versions (or with 3, remade the entire boxart and turned Dr. Wily into my namesake - look at his hair!)

33
Weren't the Megaman 3 robots (including Gamma) made by both Light and Wily though? That's sort of similar with Megaman 4, 6 and 7 too - instead of getting Dr. Light to make them, he kidnapped Cossack to do his dirty work in MM4, and for MM6 "Mr. X" got other people from around the world to design battle robots for a tournament prior to MM6 while he made his own behind the scenes (the MM7 robots), then quickly stole the eight winners and reprogrammed them to destroy Megaman so he could take over the world without the pesky blue bomber being in the way. The MM5 robots were clearly his own too (you don't even need to look at the DWN codes), he even admitted in-game to framing Proto Man and creating the Dark Man robots.

I also don't believe the story of Shadow Man being from another planet at all - most likely Wily also made him behind the scenes without the help of Dr. Light, but needed an excuse to get him "repaired" (more like, completed) inside the lab (he also pulled the exact same stunt with Bass in MM7, who also needed "repairing"). Shadow Man is the most active of the eight bosses and most likely would not have been created under the supervision of Dr. Light as he would serve no meaningful purpose. Shadow Man is also too similar to Quick Man in combat, although is less random in moves, slides instead of running and only fires his Shadow Blades on the ground rather than in mid-air - clearly Wily used his own plans and made a new robot from Quick Man's schematics, as well as making the Doc Robots (I'm sure Light didn't help create these monstrosities either - almost of note, they only use programs and weapons from Megaman 2, of which the 8 Robot Masters in that game were all Wily's own designs).

34
Quote from: "iYamWhatIYam"
Thank you. I'll see to it that it's fixed ASAP. As for the physics, they're based directly off of Mega Man 5 (so much so that I copied the gravity speeds and horizontal speeds directly from it). Hopefully this isn't an issue - I think Mega Man 5 controls are the best in the Mega Man NES games.

M tanks, Mega Buster and Beat that attacks everything from baby Mets to Dr. Wily - yeah, Megaman 5 is a good choice. Just don't put in that game's enemy invincibility. Or Wave Man's stage. :lol:

35
Mega Man Discussion / Re: End or not end for the megaman story ?
« on: June 13, 2016, 02:30:54 AM »
Megaman officially died after Megaman & Bass (aka Megaman 8.5). To me it died after 7, but that is just my personal opinion.

MM9 and 10 failed to me for a number of reasons:

* No PC release, forcing true fans to buy an expensive console in order to play them (the last console I bought brand new was a PS2; the last recent console I ever bought was a Wii, and I can't get rid of the thing). Also, no physical release at all, so in 15 years or whatever when the game is no longer for sale, it's history unless Capcom gives it away as freeware (yeah right, a console-only game licensed for use only on the Big Three's consoles at the time of release).

* 8-bit style design years after having three main games released on later systems with better graphics (MM7 and MM&B (offically, Rockman & Forte only) on Super Nintendo and MM8 on PlayStation and Saturn). Also, the lack of sliding and the charge shot for no reason whatsoever, despite both being in every games since 1991 (or separately in 1988 for the Atomic Fire charge shot and 1990 for the slide) - Protoman doesn't count, it must be there when using Megaman.

* No-one has actually been successful in remaking either game in full for the NES. Also, if that did happen, a poor old game cartridge would have to be sacrificed every time it was made in physical form - the game would most likely need the same ROM board (TLROM or TGROM) and MMC3 chip Megaman 3/4/5/6 uses (among other games - use those instead of destroying a genuine Megaman cartridge and making the price go up every time) and of course the CIC lockout chip so it can actually boot on a regular old front-loading NES without having to modify the console - it would also have to be able to work in PAL mode (50Hz, which does a good enough job screwing up the graphics during Megaman 3's Wily Machine battle, and lesser-known on Blizzard Man's submarine since MM6 wasn't released as a PAL version) for those not with an NTSC NES or Famicom lying about. Even if it was remade on the NES, it would still be a fangame/hack to me rather than an official Capcom game.

36
Megaman 1 on Wily Wars:

You can keep hitting Wily Machine 1 with weapons during the transition phase, destroying the Wily Machine by spamming Fire Storm up close (using the fire shield around Megaman) before he even gets a chance to refill his energy. Unlike the original NES version, the Wily Machine takes 4 damage from the Fire Storm in both parts rather than taking 1 damage from everything; I think the Thunder Beam also counts as a weakness but I never used it, and it's uselessly slow on the Mega Drive (not to mention that I use Rolling Cutter to beat him on the NES, as it hits either 2 or 3 times depending on the direction he's going).

37
Here's the MM5 screens with the TV capture card hooked up:

Before dying | After dying

An odd thing with Megaman respawning there is that you can't actually place him there with the screen like that without dying - the screen scrolls by the time you edge across to that pixel.

@ bass44: Alt+PrtSc gets rid of the background so you don't have to crop it. :)

38
Update, just took a few photos from my CRT and LCD TVs (good thing there's a conveniently-placed Dachone right after that spot in order to quickly sacrifice one Megaman robot for the cause - good thing there are eight left and plenty more!).

Note that my console is a PAL-A Mattel version, but it is running the US version of Megaman 5 due to the console's lockout chip being disabled. Output is standard PAL composite (AV), so no NTSC tint or the like. Unfortunately I don't have a video capture card in this PC so I can't get absolute perfect screenshots.

From the CRT (LG Flatron RT-21FA31, official Nintendo GameCube display cabinet) it looks like the first palette; after dying, it looks like the second palette. With the photos you can't really tell, as they either tend to come out overexposed or else I get CRT flicker... On the LCD (Hisense HSL5529HDI), the transition from purple to bluish looks fairly clear.

Download while it's hot (zip file, 11 photos, 13MB). 4 photos were deleted due to poor quality/CRT flicker - #2 is the start of the stage, #5-11 are the half way point, #12-15 are after respawning. #11 and #12 were from the LCD.

On RoahmMythril's video the ground has bluish tiles from the start to the end, including the outtakes (although who knows if the first take is in there, as an outtake is fatal to every Megaman robot).

39
If you pause the game, the palette does a similar thing when the screen fades to the menu. I might have to dust off my NES copy sometime. Wave Man's stage, joy.

40
Quote from: "Geno"
One thing I'm quite fond of with the PAL versions, is that if you play them in NTSC mode, they're the right tempo as the NTSC ones, but higher pitched, and it sounds kinda neat

The PAL versions of Megaman 3 and 4 (and possibly 5 too, but I don't own it since it costs a fortune) have the music sped up too, so running them in NTSC mode makes them sound way too fast. You can notice this by listening to the title screen music in Megaman 4 - it plays for a bit longer before getting cut off (it still doesn't get to finish since the game resets by itself, even if you keep moving the cursor up and down). The same happens with the train part in the intro where the music fades out (the bass line doesn't fade out because the NES' triangle wave cannot do that), and the ending music where Eddie walks across the screen throwing out the CAPCOM letters.

41
Mega Man Discussion / Re: Mega Man 3 Remake
« on: December 03, 2015, 12:21:37 PM »
If only... Capcom seemingly don't want to do anything beyond copying and pasting NES games, because anything else costs money. Powered Up and Maverick Hunter X were both good remakes, spoiled entirely by the fact they were exclusively PSP titles. UMDs never took off, they cannot be played on any other device, and they are now discontinued obsolete junk. CDs and DVDs on the other hand are still going strong, even in the HD era.

It's high time that the unfinished, rushed (no pun intended) mess that is Megaman 3 was done properly. Actually, it was, but being that it was released as the Wily Wars, all of the good work was for almost nothing - the game engine was a complete mess, and was on an aging system with only a few months of shelf time left (and didn't even get a physical release in the US); the other ports were just the NES/Famicom versions over and over again (Rockman Complete Works, Megaman Anniversary Collection, and the more recent Legacy Collection, not to mention Virtual Console releases and the like).

Rush Jet should not inexplicably vanish when you reach the edge of the screen when it scrolls to the next "room" (oddly, Rush Marine doesn't even do that - and the Ultra hack pointed that out by exploiting that feature). That said though, going by the fact that Rush Jet seems to be on its own flight path at the end credits probably proves that it was designed to be like Item-2 or the way it works in MM4 and 5, rather than being fully controllable in all directions. Not one place in the game require you to travel straight up or down on the Rush Jet - further evidence that it was meant to simply fly across in the same direction once moving, rather than being a hovering platform for Megaman to stand on. It would have made for a tough Wily Machine fight though, not being able to simply hover at the spring-headed "Wily" and fire away.

Also, the fact that every single item in the game disappears on hit is more proof of it being incomplete. In MM1 and MM2, defeating an enemy with most Robot Master weapons would leave the shot on-screen, allowing it to take out even more enemies (this was fixed in the Wily Wars version of 3 but not on the NES ports).

42
Mega Man Discussion / Re: Megaman, R.I.P.
« on: September 12, 2015, 08:06:28 AM »
Cue *Pew-pew-pew-pew-pew* sound, decrement 1 from life counter, teleport another Megaman to nearest checkpoint, flash "READY" on screen, give control to player

43
It's high time for a proper HD fan remake then, if Capcom themselves can't/won't do it. Still, Legacy Collection is a cheap way to legally own those NES ROMs you've probably had for well over a decade. If you don't already own the cartridges themselves that is. :)

It's kind of sad that annoyances like the invincibility-ignoring instant death spikes in MM1 and the anti-rapid-fire enemy invincibility from MM5 will remain unchanged though. That said, at least two games were actually updated between regions, and I don't mean Rockman 2 becoming Mega Man 2 with an added easy mode...

In the PAL version of Mega Man 2, you can't glitch through the boss rooms to the Wily Stages using Item-1 as you can in the NTSC versions, at least to my knowledge (I've tried it too many times to count; Mega Man turns around when hit instead of falling into the door).

In the PAL version of Mega Man 3, the player 2 controller cheats (super jump/freeze animations) were removed for whatever reason. There was also an oversight with this version, in that the fight against Wily Machine 3 gives you a nice garbled background that constantly shakes up and down until defeated due to a timing error. Specifically, they didn't bother updating the code in any of the Mega Man games to work at 50Hz instead of the usual 60Hz, and the slower running causes problems with this stage - the same glitch also happens with the submarine in Blizzard Man's stage when you run Mega Man 6 on a PAL console (no choice since it was never physically released in the PAL region). Running the PAL version of MM3 in NTSC mode fixes the graphics glitches (at least in an emulator, as I don't have an NTSC console to test).

44
I will wait and see if they do actually release a physical copy, as I am not going to create a Steam account just to play an emulated version of the game which simply uses full screen mode as an excuse to say it's in "HD" (I already own the original NES (PAL) versions of 1, 2, 3 and 4, as well as the NTSC versions of 4, 5 and 6). Weren't they supposed to be remade from scratch using a retreaux engine ala MM9/10?

Also, why is the UI text in the Pac-Man/Galaxian style font of all things? Capcom never used that font in any of their games (I lie, it's actually used in Higemaru).

45
Yellow Devil in Megaman: The Wily Wars (Megaman 1).

Avoid the first lot of blocks flying at you at the start like normal, then stand in the left corner against the (off-screen) boss door and you're completely safe - if timed correctly when shooting at the eye, Yellow Devil can't even hit you with the bullet when he's right next to you, no more annoying block-dodging! Also, the eye only appears in the one easy-to-reach spot rather than all over his head, and it's in fact better you use the buster over the painfully slow Thunder Beam in this game, as the Yellow Devil doesn't have invincibility frames, unlike the NES version (you can hit him up to 3 times per pass for 6 damage, as opposed to only 4HP damage for the Thunder Beam).

If a video or FAQ exists showing this "cheat", I didn't even see it, I only just found it now when playing the game - in fact, I was deliberately trying to die so I could start again with full health! I already knew about the eye only appearing in one place and no invincibility, but not this apparent safe spot in the corner!

Also Flash Man in the Wily Wars - if you pause and unpause the game when he uses the Time Stopper, you will no longer be frozen in place! He can still shoot at you however. Haven't tried it against Doc Flash yet, but I presume it's the same. Even then he's still a bit harder than the NES version since he only takes 1 damage per buster shot (moot if you use Metal Blades though).

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