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Author Topic: Megaman Unlimited  (Read 54573 times)

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July 15, 2013, 12:47:18 PM
Reply #45

Offline Beed28

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Re: Megaman Unlimited
« Reply #45 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. :|

July 15, 2013, 01:07:05 PM
Reply #46

Offline -FiniteZero-

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Re: Megaman Unlimited
« Reply #46 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

July 15, 2013, 09:46:45 PM
Reply #47

Offline CHAOS_FANTAZY

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Re: Megaman Unlimited
« Reply #47 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)

July 15, 2013, 10:19:18 PM
Reply #48

Offline Rozark

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Re: Megaman Unlimited
« Reply #48 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.
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July 15, 2013, 10:45:50 PM
Reply #49

Offline Beed28

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Re: Megaman Unlimited
« Reply #49 on: July 15, 2013, 10:45:50 PM »
Quote from: "Rozark"
Also, I finished the game. Possible spoilers/postgame thoughts.
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July 16, 2013, 01:30:27 AM
Reply #50

Offline Rozark

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Re: Megaman Unlimited
« Reply #50 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.

July 16, 2013, 01:41:11 AM
Reply #51

Offline -FiniteZero-

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Re: Megaman Unlimited
« Reply #51 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.

July 16, 2013, 04:13:23 PM
Reply #52

Offline Captain Barlowe

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Re: Megaman Unlimited
« Reply #52 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

July 16, 2013, 04:22:36 PM
Reply #53

Offline Ivory

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Re: Megaman Unlimited
« Reply #53 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.

July 16, 2013, 04:33:07 PM
Reply #54

Offline Captain Barlowe

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« Reply #54 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.

July 16, 2013, 04:35:52 PM
Reply #55

Offline Beed28

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Re: Megaman Unlimited
« Reply #55 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.

July 16, 2013, 10:55:31 PM
Reply #56

Offline Messatsu

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Re: Megaman Unlimited
« Reply #56 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:
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July 16, 2013, 11:16:41 PM
Reply #57

Offline Rozark

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Re: Megaman Unlimited
« Reply #57 on: July 16, 2013, 11:16:41 PM »
The ACTUAL weakness chain is:
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July 16, 2013, 11:46:45 PM
Reply #58

Offline Beed28

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Re: Megaman Unlimited
« Reply #58 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)

July 16, 2013, 11:55:30 PM
Reply #59

Offline Hallan Parva

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Re: Megaman Unlimited
« Reply #59 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"