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July 20, 2013, 01:17:39 AM
Reply #90

Offline -FiniteZero-

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Re: Megaman Unlimited
« Reply #90 on: July 20, 2013, 01:17:39 AM »
...But I like Rainbow Man. I think he has a neat design.

July 20, 2013, 01:40:13 AM
Reply #91

Offline Ceridran

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Re: Megaman Unlimited
« Reply #91 on: July 20, 2013, 01:40:13 AM »
Isn't he a flashman edit?

July 20, 2013, 02:32:00 AM
Reply #92

Offline ZeStopper

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Re: Megaman Unlimited
« Reply #92 on: July 20, 2013, 02:32:00 AM »
They have a similar head, but not completely.

July 20, 2013, 07:15:31 AM
Reply #93

Offline Superjustinbros

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Re: Megaman Unlimited
« Reply #93 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.

July 20, 2013, 08:59:54 AM
Reply #94

Offline Rozark

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Re: Megaman Unlimited
« Reply #94 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.

July 20, 2013, 10:17:42 AM
Reply #95

Offline Max

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Re: Megaman Unlimited
« Reply #95 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.

July 20, 2013, 01:18:23 PM
Reply #96

Offline -FiniteZero-

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Re: Megaman Unlimited
« Reply #96 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.

July 20, 2013, 02:29:21 PM
Reply #97

Offline Superjustinbros

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Re: Megaman Unlimited
« Reply #97 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?

Oh, and remember Minus Infinity?
I liked the nerfed Ringman lasers. And they had a reason to be nerfed.

July 20, 2013, 02:31:32 PM
Reply #98

Offline Ceridran

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Re: Megaman Unlimited
« Reply #98 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.

July 20, 2013, 05:06:28 PM
Reply #99

Offline NemZ

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Re: Megaman Unlimited
« Reply #99 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.

July 21, 2013, 05:30:51 AM
Reply #100

Offline Hallan Parva

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Re: Not-Suitable-For-Beed28 Unlimited
« Reply #100 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

July 21, 2013, 05:43:18 AM
Reply #101

Offline PressStart

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Re: Megaman Unlimited
« Reply #101 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

July 21, 2013, 02:13:22 PM
Reply #102

Offline CutmanMike

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Re: Megaman Unlimited
« Reply #102 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.

July 21, 2013, 04:01:04 PM
Reply #103

Offline -FiniteZero-

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Re: Megaman Unlimited
« Reply #103 on: July 21, 2013, 04:01:04 PM »
Yeah. Let's just say that Yoku Man suffers from "Metal Man Syndrome".

:3

July 21, 2013, 06:17:58 PM
Reply #104

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Re: Megaman Unlimited
« Reply #104 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!