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Flash Man remix in Smash Ultimate
Anyone remember when Mega Man 4/IV for NES and II for Game Boy won◊ several◊ Nester Awards◊? Dr. Wily got one too for third place as Best/Worst Villain!
They also had a Counselor's Corner section◊ on 5 for help with beating Crystal Joes, AKA "Crystal Gunners", and Dark Man, AKA "Pink Robot."
Which is funny, since Mega Man II GB is the worst one of the five Game Boy games by far, and worse than any mainline entry.
Really? I never needed any help to deal with Crystal Joes (or any kind of shielded enemy in Mega Man). By that point, one would think that wait for them to let their guard down would be, you know, just intuitive.
Every Mega Man is some kid's first Mega Man.
The Nester Awards were decided by NP readers, so it's on them. XD
Replaying Powered up, I'm still surprised just how many silly costumes Roll gets. Also beating Elec Man with her is a pain, getting up close with a guy who has fast-moving projectiles hurts.
I can die a happy man now
I like this version better.
Edited by Zeromaeus on Nov 23rd 2018 at 4:30:08 AM
Other Mega Man tracks leaked so far include: Gravity Man, Napalm Man, Zero's Theme, X vs Zero, Flash in the Dark
Weird how 5 got so many new tracks while 4 got relegated to a medley.
Edited by JRads47 on Nov 23rd 2018 at 4:39:13 AM
Picked up Mega Man 11 today kind of on a lark. What am I in for? Pertinent question: Is it a meaty game or is it like two hours long? I know there's no story advancement for the series which is a bummer.
Maybe I should try to clear it out and then return it.
Edited by RodimusMinor on Nov 23rd 2018 at 4:44:28 AM
A great game, if not so much in content.
Speaking of Mega Man 11... Do people know about the game's sales in general?
About the same as any other Classic Mega. Longer levels, more substantial minibosses, and the optional Gear system that can tear apart difficulty if you let it.
Also American Casual mode is Japanese Normal, mostly gives much needed checkpoints.
So would you describe it as an up and up 8-bit Mega Man game with no real pushing the formula forward?
Yeah you know what I don't think this is for me. This feels indistinguishable from the 8-bit games with no evolving. I'll just wait for X Legacy Collection to go on sale since I love those games.
Edited by RodimusMinor on Nov 23rd 2018 at 5:21:38 AM
Really, we still get Difficulty by Region in plain 2018??
Thanks for telling me I was playing Hard Mode all along.
The gears are an interesting mechanic, at least.
I miss the exploration elements and super adapter from 7. That's really my only complaint about 11.
Edited by Arutema on Nov 24th 2018 at 11:21:11 AM
x4 I honestly don't care if it pushes the formula or not, I just want it to be a solid Mega Man game. Although pushing the formula isn't so simple with this game. It's the first game after a long while, and you don't want to be experimental when reintroducing people to the series, it's a new team for Mega Man, so they should start with something familiar first. There's also the fact that the gameplay was mixed up, which was the X series. Which in turn was sort of remixed in Zero and ZX.
There are some nice touches in Mega Man 11, like different hitsparks when you use weaknesses, stunning armoured enemies like Mets with charge shots and leaving them open, some of the environmental reaction mechanics returning from 7 and 8 (Also IV on the Game Boy) like using Tundra Man's weapon on Torch Man's flame wall. The Gears are also alot of fun to use, and there's some neat ideas with them. I'm interested to see these elements built upon in future games, whether it be Classic or a new X game.
Storywise, it's mainly about shedding more light on Wily and Light's past, and having some setup and implications for the X series. But honestly, if you're looking to Mega Man Classic for stories... Yeah, you aren't gonna find any, it's not in it's tone.
If you want good stories with Classic Megaman, read the Archie comics. They're kickass. But yeah, you aren't going to find them in the actual games.
Also Roll's redesign is too adorable and needs to be playable. Also Bass and Proto are conspicuous in their absence.
I think I need to make a review on this one, but my laziness bone is so big right now...
Also, my question is left unanswered: how are the game's sales?
My problem was that it was basically indistinguishable from the 8-bit games. I get that's the point of the game, but I own eight other Mega Man games, plus the original X collection on PS 2. If I want something back to basics I already got it.
What sold me on this game is basically the graphical advancement in comparison to what we had before. I was sick as fuck of the Nostalgia Filter. On that front, Mega Man 11 did not disappoint me. Also, the quick access to Rush Coil and Rush Jet were things that sat very well with me.
However, the lack of exploration (including measures to prevent you from farming E-Tanks by just going back to a stage and re-collecting it), which made the other games good, as well as the lack of content (namely being able to play as Bass, Proto Man or even Roll), make it feel like Capcom could have done better.
Nonetheless, I actually liked the game.
Edited by ZeroDozer on Nov 25th 2018 at 2:46:21 PM
@kkhohoho: To be fair, there is a case of "Seinfeld" Is Unfunny when it comes to Megaman Classic and plot. The NES Megaman games actually did have a notable attention to story-telling compared to many of its contemporaries.
The graphics have been put to good use, especially with the stage backgrounds and giving personality to the bosses.
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