Megaman 10 Thread of Mega-Buster goodness!

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Megaman 10 Thread of Mega-Buster goodness!

Postby CJLopez » 09 Dec 2009 22:16

just over a year ago, we received a pretty big nerdgams by the hand of Capcom in hte form of Megaman 9. They are repeating the same nerd gams with megaman 10!!!!

What are you expecting from this besides what already been known???

by the way, notice how the megaman depicted in the artwork resembles more X than Rock, specially the health indicator in the forehead

PS: I'm calling sheepman "cheap man", xDDDDD. Pretty sure it will be cheap to fight
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Re: MegaMan 10, your expectations???

Postby Duff3c » 10 Dec 2009 09:58

I am expected another quality Mega Man game above all else. The one thing that I like about them sticking with the 8 bit style of graphics is that they then have more time to focus on creating a quality platformer. They don't have to spend all of their dev time creating HD graphics to wow the masses... instead their developers are working hard to create the greatest platforming / action experience available... period.
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Re: MegaMan 10, your expectations???

Postby WesFX » 10 Dec 2009 23:54

I expect a solid, technically perfect game, that's just less appealing to me personally because it totally abandons the gameplay advancements that MegaMan has seen over the years.

Though if I'm being honest, if Bass -is- playable, and different from MegaMan similar to how he was in MegaMan & Bass (easily my favorite of the Classic series), then I'm all over this game for that alone.
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Re: MegaMan 10, your expectations???

Postby GamingZoid » 11 Dec 2009 21:21

More DLC or if possible online co-op
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Re: MegaMan 10, your expectations???

Postby raptorspike » 12 Dec 2009 00:48

I'd like to see 16-bit graphics (i.e. MM7), because then Bass can look like he has since hitting the states. Outside of a little kick in the looks, make it as amazing as possible.
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Re: MegaMan 10, your expectations???

Postby cortjezter » 12 Dec 2009 00:49

unlockable or DLC 16-bit mode, complete with upgraded tunes.
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Re: MegaMan 10, your expectations???

Postby Styster » 13 Dec 2009 01:25

I actually love the 8-bit chiptunes, I hope they keep that for sure.

But DLC 16-bit would blow my mind.. and being able to switch back and forth on the fly like in Secret of Monkey Island would be AWESOME
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Re: MegaMan 10, your expectations???

Postby KingBroly » 14 Dec 2009 03:58

I don't want 16-bit Mega Man. Mega Man 7 having his arm out while charging isn't natural.
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Re: MegaMan 10, your expectations???

Postby karkashan » 14 Dec 2009 13:57

KingBroly wrote:I don't want 16-bit Mega Man. Mega Man 7 having his arm out while charging isn't natural.


Well, if they did 16-bit, they could always go the Megaman and Bass route.
Gravity Man is the coolest Robot Master on the planet. Trufax.

Well, to me anyway.
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Re: MegaMan 10, your expectations???

Postby WesFX » 16 Dec 2009 10:20

karkashan wrote:
KingBroly wrote:I don't want 16-bit Mega Man. Mega Man 7 having his arm out while charging isn't natural.


Well, if they did 16-bit, they could always go the Megaman and Bass route.

Another MegaMan and Bass would be fantastic.
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Re: MegaMan 10, your expectations???

Postby ZSaberLink » 27 Feb 2010 03:10

Yup another Rockman & Forte (sorry I played a fan-translated Japanese SNES version) would be great. Actually I'm sure if they actually ported the SNES version it would sell pretty well on the VC. And unlike the GBA version, random stuff wouldn't be cut off (I haven't played the GBA version, but it didn't look fun to have the screen cut off like that). You know there was technically a Rockman & Forte sequel on the Wonderswan?
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Re: MegaMan 10, your expectations???

Postby WesFX » 27 Feb 2010 08:04

I'm not sure what you mean... I'm looking at some videos to compare the two versions, but I'm not really noticing random stuff happening incorrectly in the GBA version (nor do I remember any oddities from my time with the game).
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Re: MegaMan 10, your expectations???

Postby MAGNUS-8M » 27 Feb 2010 13:31

From the music I've heard, and the enemies I've seen, I'm sort of low-balling my expectations for this game. To be honest, I almost decided to just skip MM10 and get something like Blaster Master Overdrive(but then some reviews are saying that the graphical repetition is bland and boring for most cave-like levels).

I think as a Mega Man game, it'll be fine. But I don't expect it to do much more than MM9 did. I'll still be getting it of course, but I don't think I'll be quite as enthralled. Maybe if the enemies are better than they look, and the music is better than I've heard, and there's some kind of 'extra' to make the game feel different-ish, then maybe it'll be as good as MM9, but who knows.
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Re: MegaMan 10, your expectations???

Postby karkashan » 27 Feb 2010 15:56

ZSaberLink wrote:Yup another Rockman & Forte (sorry I played a fan-translated Japanese SNES version) would be great. Actually I'm sure if they actually ported the SNES version it would sell pretty well on the VC. And unlike the GBA version, random stuff wouldn't be cut off (I haven't played the GBA version, but it didn't look fun to have the screen cut off like that). You know there was technically a Rockman & Forte sequel on the Wonderswan?


Actually, I felt the only real shortfall when comparing the gba and the snes original is the the snes had a dedicated button for dashing (when playing as Bass/Forte), while the gba did not.

I did, it's the one where Quint (from MM2 on GB) shows up with some new robot masters and attacks everyone.
Gravity Man is the coolest Robot Master on the planet. Trufax.

Well, to me anyway.
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Re: MegaMan 10, your expectations???

Postby PaperLink64 » 28 Feb 2010 01:51

I expect horrible level design with an overload of spike traps.

Everything else will be awesome.
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Re: MegaMan 10, your expectations???

Postby MAGNUS-8M » 01 Mar 2010 21:12

Ahh....I almost feel so bad for just raking Solar Man's face with his weakness....if it wasn't for him doing the same to me with just a buster, ouch. He's kind of a cool concept, but it's kind of annoying that you're either going to take a sharp beating from him, or basically kill him in one shot, almost.


Quick impressions...nothing much, but I'll spoiler-tag them anyway:
Spoiler:
So far, there are three outstandingly awesome music tracks, and a few can't-quite-remember,-but-they-didn't-seem-to-stand-out-much tracks. Level wise, the levels seem a bit ugly, but they work I guess. Pump Man's stage was cool. I liked his song, Solar Man, and Chill Man's so far.

A lot of the game's difficulty so far has been cheapness. They throw a lot of enemies at you all at once, and you either can't reach to hit them, or you get a Ninja Gaiden clause and they return the moment you defeat them because you scrolled the screen just right(wrong?) once again. Expected, but the extra enemies only increases that frustration I guess.

MM9 "difficulty" is definately there....difficult at first, slowly becoming easier as you go, but it's those frustrating parts that rack up the difficulty almost artificially.

Hahaaaa, but I loved the punishment Nitro Man's stage delivers:

OMG, BUUUUUUUUUS! *dead*

Oh hey, that's not a bus, that's a--?!? TRRUUUUUUUUUCK!!! *dead*
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Re: MegaMan 10, your expectations???

Postby WesFX » 01 Mar 2010 23:34

So, after watching the Nintendo Week trailer, being reminded what abilities ProtoMan is adding, and learning that Bass is Real; 2010 (<__<), I'm definitely getting this.

And I don't think I'll be playing as MegaMan much, :/

EDIT: So, just got it. Did not know that ProtoMan takes massive damage. I guess it evens things out, but it makes me wonder what Bass' downside will be?
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Re: MegaMan 10, your expectations???

Postby KingBroly » 02 Mar 2010 03:01

About the difficulty

Spoiler:
Yeah, this game is much harder than 9. I thought 9 was a cakewalk after a while, but this is asking me to copy Moses in some parts here.

Nitro Man's van/truck sequences, especially the truck sequences. Adding that extra layer is just SO much harder than the van. They weren't necessary, and were only put their to pad the game's length IMO.

For me, Wily 2 is the hardest stage in the game, followed my Solar Man's. I just had a lot of problems with this level, and it's just frustrating because so many of things the game does on Normal aren't necessary.

As far as the hardest robot master, it's easily Chill Man. I've figured out the pattern for almost every boss besides Chill Man. Chill Man can freeze you if you're standing still, and the problem is he does it randomly so you're like 'wth, let me move!'


As for the hardest overall boss...end game spoilers here guys
Spoiler:
Hardest overall boss is Wily 2. I just cannot figure out what his weakness is in that second form. And his third form, in Wily 5 is a COMPLETE JOKE. He's so damn simple I decided to just take him out with my Buster.
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Re: MegaMan 10, your expectations???

Postby MAGNUS-8M » 02 Mar 2010 12:13

Well, I'm trying to take the game slowly, so I won't spoil the end game stuff for myself.

Spoiler:
Oddly, during my first runthrough of every stage, Chill Man was the only one I managed to make it to the boss on for my first play on that stage. I haven't beaten him yet, but I found his pattern during the two times I've fought him. Mostly I keep dying on him because his jump is kind of erratic, and he intentionally uses ice-sliding to his own advantage.

Solar Man's stage was kind of hard, but my only difficulty was those birds, which I beat fairly(and one E-Tank) only once....until I found their weakness, whereupon they were very very sad...same for Solar Man himself. I thought for sure they'd pick a less-obvious weakness, or have that weakness work on the birds and not Solar Man but.... wow.

I still think this game only edges out MM9 because of its Ninja Gaiden style of frustration. I'm sure it'll even out in difficulty once I play it for a while like MM9 did, but enemies respawning at very awkward moments is still going to make it a little difficult.
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Re: MegaMan 10, your expectations???

Postby KingBroly » 02 Mar 2010 14:14

For anyone who might need it, the Robot Master order:

Spoiler:
Sheep Man
Pump Man
Solar Man
Chill Man
Nitro Man
Commando Man
Blade Man
Strike Man
Mega Man 9 isn't hard, you're just not paying attention
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Re: MegaMan 10, your expectations???

Postby karkashan » 02 Mar 2010 18:12

KingBroly wrote:About the difficulty
As for the hardest overall boss...end game spoilers here guys
Spoiler:
Hardest overall boss is Wily 2. I just cannot figure out what his weakness is in that second form. And his third form, in Wily 5 is a COMPLETE JOKE. He's so damn simple I decided to just take him out with my Buster.


I think it's
Spoiler:
Solar Man's Weapon
but don't quote me on this. It seemed to work on him, but given that you have to wait for him to come down to hit him, it can be kind of a pain.

I'm just gonna say this about the difficulty myself:

Perfect Runs gonna be a *****. I feel sorry for whomever tries 'em.

Oh yeah, who else got bored out of their minds during the
Spoiler:
Block Devil Fight?
Gravity Man is the coolest Robot Master on the planet. Trufax.

Well, to me anyway.
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Megaman 10 Thread of Mega-Buster goodness!

Postby Little_Mac » 02 Mar 2010 20:42

Image

Megaman 10 blasts his way onto Wiiware this Monday -and this Friday in Europe - which is a direct sequel to Megaman 9 that made its way on the service in 2008.

Mega Man 10 has three playable characters: Mega Man, Proto Man, and Bass (via downloadable content). The Robot Masters in the game are Sheep Man, Commando Man, Blade Man, Strike Man, Solar Man, Chill Man, Nitro Man, and Pump Man.

An easy mode is also included in the game (which has been compared in difficulty to Mega Man 2) that alters levels, such as placing platforms over spike pits. There is also a "Mega Man Challenges" mode where players can practice their skills.
ImageImageImage

Returning features from the previous game include an in-between level item shop and downloadable content.

Below is the DLC that is coming our way:
Image

The game even has a reference to Super Mario in the mid-boss stage of Blade Man's stage. The castle you fight actually raises a white flag then crumbles to the ground in homage to the older Mario games.

For screens, videos, and info on robots and gameplay please go to:
http://megaman.capcom.com/10/

I've also been given official screenshots of Bass and details about him.
Here are some screens to fill your stomachs!
ImageImage
ImageImage

Bass will have his own unique storyline in the game as well as an actual character specific ending. Bass will be able to also play much like that of Samus from the NES Metroid with his multi-directional arm cannon.

It is also suggested that the Special Stages that are going to be available through DLC will have 3 special bosses in them. They will be called the "Megaman Killers", the same killers from the Gameboy Megamans. Beating these 3 extra bosses will provide Megaman with 3 special weapons.
Proof below.
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Re: Megaman 10 Thread of Mega-Buster goodness!

Postby KingBroly » 03 Mar 2010 04:21

Waitaminutewaitaminutewaitaminute

The Special Stage DLC gives us 3 extra weapons?

Spoiler:
BULLSHIT, MAN!


How could Capcom keep something like that out of the main game?

Also, in the original Metroid, Samus could not fire in 8 directions. Only in 3. Up, left and right.
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Re: Megaman 10 Thread of Mega-Buster goodness!

Postby Little_Mac » 03 Mar 2010 09:47

I meant 'Samus like'. Yea it sucks because now I'm going to have to buy all the DLC because of the hidden features.
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Re: Megaman 10 Thread of Mega-Buster goodness!

Postby karkashan » 03 Mar 2010 09:51

About
Spoiler:
Wily 2, the Boss


it appears I was incorrect about his weakness. I went back, and what seemed to do the most damage was
Spoiler:
Pump Man's Weapon
.
Gravity Man is the coolest Robot Master on the planet. Trufax.

Well, to me anyway.
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