Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Ryan Ferneau

Pages: 1 2 [3] 4 5
31
Map Requests / RE: Mega Man Maps
« on: September 18, 2008, 05:48:59 am »
Zeric missed a bonus health room in Overdrive Ostrich's stage in MegaMan eXtreme 2.  You have to jump up the walls above the last instant death pillar generator thing.

32
Gaming / RE: Megaman Wily Wars playthrough
« on: September 15, 2008, 01:40:59 am »
I know you can at least reach it the normal way in the Japanese version.  You need a ROM that can save, though.  I believe it's actually the [a1] one in the GoodGen set, not the plain one.

33
Gaming / RE: Mega Man 9 Confirmed!?
« on: September 15, 2008, 01:37:44 am »
TerraEsperZ Said:
I think it's too bad that Capcom are focusing almost solely on nostalgia in making this game. Since they're using MM2 as the game to live up to, they're ditching the mega buster and the slide, and apparently going back to a single 5 stages fortress. Oh yeah, and the story is really pathetic (even more childish than all the other ones; not only do people believe Light responsible, but Wily is a free man despite all he's done and people trust him!?).



I guess it was inevitable that, after so long, my idea of a great MM9 wouldn't measure up to the real thing, but I still wished they had gone full out and made this *the* definite 8-bit Megaman game.



I would have liked a more believable plot (not necessarily a dark one, but at least consistent with those that came before), the mega buster and the slide (non-negotiable), an intro level, having a plot twist occur after beating four robot masters (maybe retain being able to access all eight from the start though), have some hidden secrets and playable characters, and better graphics (they're not bad right now, but it looks a bit dull right now, which is too bad after the bright and vibrant stages in MM5 with color cycling and all). In short, I *liked* some of the changes they made over the years, and I'm sad to see them go just because *old school is better* according to some.



Asking for much? I know I am, and make no mistake, I'll still be buying this game, if only because disappointing but adequate classic Megaman is better than no classic Megaman at all. Maybe I'll be presently surprised and there'll be ton of neat stuff nobody was expecting, but I prefer to have no expectations at all so I won't be let down in case they fail to materialize.



And before some of you reply and state how some of the things I want are *bad* or *stupid*, well I'm just stating my opinion. It's the best way I can find to vent my disappointment (heck, I even loved the 32 bit graphic style from MM8 and MM&B and would have loved more).



---

Current projects: Ristar-The Shooting Star (Gen), Sonic The Hedgehog (Gen), Sonic CD (Sega CD), Mega Man Zero (GBA), Battletoads (NES), Bucky O'Hare (NES)

Actually, MegaMan's weapon was supposed to have been called the Mega Buster all along.  It was in Mega Man 4 that he gained the New Mega Buster which had the charge-up ability that you're thinking of.

34
Gaming / RE: Mega Man 9 Confirmed!?
« on: July 29, 2008, 12:48:36 am »
On Rockman 7: I kinda miss the clown boss, but I'm glad they made all 8 regular levels available from the start and cut that awful intro stage with the long, unskippable dialogue and two boring mini-bosses.  The shop system wouldn't have been impossible to include, considering it originated in the Game Boy series, but now I think I like just searching for the upgrades more, rather than having to keep track of prices and what's available when.  It's still fun to watch my brother get outraged when he falls for the game's many traps.  He doesn't seem to like being punished for lack of practice...

35
Map Gab / RE: Mega Man IV (GB)
« on: July 29, 2008, 12:28:26 am »
I just had another thought: Since this game includes the Flash Stopper, you could use that just before encountering the enemies to catch them at their exact starting positions, or catch them in a more interesting frame of animation.  ...if you decided you wanted to add the enemies...

36
Map Gab / RE: Interesting Obeservation (Zelda)
« on: July 05, 2008, 10:49:27 pm »
NO$GBA also emulates Four Swords correctly for me, so maybe there was an update somewhere that fixed it.

37
Map Gab / RE: Interesting Obeservation (Zelda)
« on: July 03, 2008, 11:34:17 pm »
Well you wouldn't have to map every combination, would you?  I think you only need to show all the parts and how they would fit together.

38
Map Gab / RE: Interesting Obeservation (Zelda)
« on: July 01, 2008, 02:50:08 am »
Hmm, maybe if you diddled with the random number generator...

39
Gaming / RE: Mega Man 9 Confirmed!?
« on: July 01, 2008, 02:45:02 am »
TerraEsperZ Said:
Well, I can't say I'm not disappointed by this, even though I understand the financial imperative behind the decision. While I vastly prefered the gameplay of the NES games, I grew quite attached to the art direction in Mega Man 8 and Mega Man and Forte.



I just hope that these screenshots are far from final, because so far this looks a bit empty, not to mention ugly tiles and colour choices. I would at least expect something as pretty as Mega Man IV or V, instead of the worst from Mega Man VI which is what this reminds me of. Not to mention that many tiles and sprites here look like they are either reuses or mods from existing art.



I just hope they at least spice up the old formula, like having an introduction stage and including Bass. I would have liked a bit more plot than the usual "Someone other than Wily is to blame but it's really him in the end" but it seems that despite all appearances, I'm not among the intended crowd for this :(.



At least, we'll hopefully get a nice soundtrack out of it.



---

Current projects: Ristar-The Shooting Star (Gen), Sonic The Hedgehog (Gen), Sonic CD (Sega CD), Mega Man Zero (GBA), Battletoads (NES), Bucky O'Hare (NES)

Introduction stage?  Booooooooo!  I want to jump right in and have all my choices at the beginning.  MegaRockMan shouldn't be like other games that always start out the same way.



My best guess for the reasoning on this is "Well no matter what we do, they'll always complain it's not like the old games, so let's just make it look like the old games."

40
Message Board Help / RE: Images
« on: July 01, 2008, 02:38:05 am »
Yes, save up your points and get into the goody-goody little circle of friends... That's when you can REALLY betray them!

41
Oh, I figured that if the game doesn't show the left edge, then I don't need to, either.  Not gonna use hacky methods to put in something you can't see or interact with.

42
Mapping Tips/Guides / RE: Off-Screen Mapping
« on: June 19, 2008, 03:54:17 am »
I don't mind blank space in a map if the area can never be seen onscreen and the player character never interacts with it.

43
Gaming / RE: Mega Man 9 Confirmed!?
« on: June 19, 2008, 03:49:01 am »
Has anybody wondered if perhaps whoever compiled the database for that ratings site simply made a mistake?

44
Map Gab / RE: Interesting Obeservation (Zelda)
« on: June 19, 2008, 03:40:16 am »
http://www.spriters-resource.com/nintendo/zelda/fs/ Spriters' Resource got the ball rolling by mapping one possible dungeon for each of the three starting worlds in Four Swords, as well as the boss rooms.

45
Message Board Help / RE: Images
« on: June 19, 2008, 03:39:57 am »
I think this system is rather controlling.

Pages: 1 2 [3] 4 5