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Player (206)
Joined: 5/29/2004
Posts: 5712
I could be happier. They don't need to be so low-tech.
put yourself in my rocketpack if that poochie is one outrageous dude
Former player
Joined: 3/31/2005
Posts: 192
Location: Argentina
Bag of Magic Food wrote:
I could be happier. They don't need to be so low-tech.
The sprite-flickering option is... well, it's optional. It can be enabled/disabled at will. Also, more stuff was revealed recently. Namely, the list of achievements and the items from Auto's Shop.
Former player
Joined: 3/31/2005
Posts: 192
Location: Argentina
Japanese promo art (click for bigger image): http://www.rphaven.org/gs/stuff/mm9-cover-sm.jpg It clearly mirrors Mega Man 3's Japanese box art.
Skilled player (1417)
Joined: 10/27/2004
Posts: 1978
Location: Making an escape
Oh my goodness, take a gander at this! Gah! Too much!
A hundred years from now, they will gaze upon my work and marvel at my skills but never know my name. And that will be good enough for me.
Sir_VG
He/Him
Player (40)
Joined: 10/9/2004
Posts: 1914
Location: Floating Tower
...ME WANTS! 4 days, 11 hours (about) until Rockman 9 launch!
Taking over the world, one game at a time. Currently TASing: Nothing
Joined: 3/11/2008
Posts: 583
Location: USA
This only makes me think more they ought to have done an actual port of MM9 to NES cartridge. Rather, that's what my brain thought had happened on seeing the image, hope dispelled upon reading the accompanying text. edit:
Mechuyael wrote:
Ah, poor Dr. Wily, so misunderstood.
That reminds me of In Wily's Defense, a good, completed spritecomic.
Player (68)
Joined: 3/11/2004
Posts: 1058
Location: Reykjaví­k, Ísland
eternaljwh wrote:
This only makes me think more they ought to have done an actual port of MM9 to NES cartridge.
That's my opinion as well. Wouldn't it be uber cool if they released an actual real NES Megaman 9 game that runs on real NES hardware? Even if they made it a limited edition, only maybe 1000 copies ever made, and each costing 100 dollars, it would be enough and people would still buy them (and then sell them again for 1000 dollars a pop). It isn't going to happen (seriously!), but it would have been nice. (Not to even mention that it would also mean we could TAS it)
Joined: 3/11/2008
Posts: 583
Location: USA
I think one of the articles linked in this topic, talking with creators, mentioned that the "tools weren't there anymore". Which is 1. sad and 2. missing a potential market, i.e. suboptimal business practice.
Joined: 7/2/2007
Posts: 3960
I think the costs involved in gearing up a factory to make NES carts would outweigh the potential sales by a longshot. Now, if they wanted to sell an NES ROM of the game, that'd be a different matter...
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
nesrocks
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Player (247)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
I think they didn't go that way because nintendo wants only games that were actually released back then to be released on the virtual console. Then they would have gone through the trouble of making it a VC title, making it also possible to run on a real NES. Since (I suppose), nintendo disliked this idea, they were told to develop it for wiiware. Just a theory.
Joined: 5/17/2007
Posts: 393
Location: Sweden
IGN has posted a review of Mega Man rating it 8.6/10 I guess more reviews will start popping up in the near future, but it does look promising. Also they say it's hard
"No love for the game gear"
Sir_VG
He/Him
Player (40)
Joined: 10/9/2004
Posts: 1914
Location: Floating Tower
Got it, love it, am getting my ass kicked by it. :) Well, partial boss order: Splash Woman -> Concrete Man (Yeah, I know. Not much. But L. Trident on Concrete Man? Who'da thunk?)
Taking over the world, one game at a time. Currently TASing: Nothing
Joined: 5/17/2007
Posts: 393
Location: Sweden
Shame it wont come out in Europe in the near future(it seems like). Realy wanted to play it
"No love for the game gear"
Player (68)
Joined: 3/11/2004
Posts: 1058
Location: Reykjaví­k, Ísland
Oh yeah. This game is awesome! I've been playing it for hours now (on and off) and it's really hard, too. Well, hard for me at least, because I suck. It's not the bad kind of hard, it's the good kind of hard, like Cave Story, only it's Mega Man. I also tried the "time attack" mode, which is pretty cool. You get to play each stage individually, and you get all the special weapons, so you can use interesting strategies, and there's an in-game timer that stops running on the pause screen. There also an in-game online leaderboard, which makes it much more interesting. I played Concrete Man for two hours and shaved a little bit of time each round, eventually gaining fourth place! (at least on the in-game board Nintendo gave me, who knows if it has the actual all-time best times, or maybe it gets reset periodically) Though I suspect it's only because the game is so new. I suspect the leaderboards will soon be filled with ludicrously precise and fast times. 1:33:33! I could get a much better time if I didn't suck so much at the boss. I get to him at ~1:24:?? and it's possible to beat him in like 3 seconds if you're good at it. It's like my gaming desires for the past 10 years have come true all at once! Yeah, it sucks to not have imported a Wii now, doesn't it. PAL sucks.
Editor, Active player (297)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
In my opinion, the soundtrack is kind of a letdown. Especially the percussion: I don't think they used the noise channel as skillfully as they did in Rockman 2 and Rockman 3. The eight stages' music have a Megaman5'y feel to them. I think it is funny that they reused some themes from MM2 though. :) Awaiting to see a SDA speedrun of it...
Former player
Joined: 3/31/2005
Posts: 192
Location: Argentina
More Protoman details surface! - Has slide, charge shot and protoshield. - No E-Tanks. - Takes double damage. - Is knocked back farther when hit. - No bolts, no item shop. - No story. - Is its own mode: you can't time attack or get achievements with Protoman. Source: http://wii.ign.com/articles/913/913727p1.html
Joined: 11/2/2007
Posts: 103
Bisqwit wrote:
In my opinion, the soundtrack is kind of a letdown. Especially the percussion: I don't think they used the noise channel as skillfully as they did in Rockman 2 and Rockman 3. The eight stages' music have a Megaman5'y feel to them. I think it is funny that they reused some themes from MM2 though. :) Awaiting to see a SDA speedrun of it...
Probably has nothing to do with what you're saying, but I should mention they didn't bother emulating NES sound in this game.
Player (210)
Joined: 7/7/2006
Posts: 798
Location: US
I managed to get Jewel Man in 1:28 today. The leaderboard scores range from 1:22.xx~1:24.5x. I'm not even sure how to save 5.5 seconds, I'm literally moving almost the entire level, and I thought I had a near perfect boss fight. I'll probably look at it again tomorrow. I considered making a new topic about this in the speedrun competitions forum, but I don't know if that many people would discuss speedrunning it. If anyone is serious about this game, I'd gladly talk strategy for each level as I work on them. EDIT: I got 1:24.9x like three times today. I'm literally half a second from the leaderboard >_<. EDIT2: WOOT #9 on the scoreboards ^_^
Player (68)
Joined: 3/11/2004
Posts: 1058
Location: Reykjaví­k, Ísland
Some of those time attack times are just crazy. I was actually on the Concrete Man board for a little while before he times became completely nuts. I now wish there were ways for players to create "groups" so that they could have a score table just for their group, instead of the whole board being filled with absurdly fast times a few milliseconds apart.
Sir_VG
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Player (40)
Joined: 10/9/2004
Posts: 1914
Location: Floating Tower
No kidding. But I'm having fun doing a single session speed run, which I'm sure half of those losers online couldn't do. :P 0:32:30, no continues. I know better is possible, but this is a good start.
Taking over the world, one game at a time. Currently TASing: Nothing
Experienced player (702)
Joined: 2/19/2006
Posts: 742
Location: Quincy, MA
concreteman - 1:24.66. I'm waiting for Trevor to post the way he does it, I know I must be missing something. Also, my 1:24 time definately should have been a 1:23. :( Is anyone working to make a rom of this game or something? I want to be #1 for concreteman. I don't own a wii though. I still think I'll get it sometime.
Super Mario Bros. console speedrunner - Andrew Gardikis
Former player
Joined: 3/30/2004
Posts: 1354
Location: Heather's imagination
The physics of the game seem very close to 5's. If I was making a romhack of this game on NES I'd start there. I'm trying for a good Galaxy Man and Splash Woman time. I had Splash Woman's #1 a while back but I've fallen pretty far to #7. The new tech is really hard to pull off... EDIT: Since Bisqwit hasn't seen the game in action yet, I imagine a lot of people aside from him haven't either. Here's some nice video of what I personally think is the best in the classic series: Arino of Gamecenter CX playing A fast but not perfect run (4 seconds slower than me, 14 seconds slower than #1) through Galaxy Man's stage, showing off the time attack mode and the supercool master weapons A fairly slow run (12 seconds slower than me, 16 seconds slower than #1) of Splash Woman by someone who doesn't understand gravity or how to dodge enemy shots
someone is out there who will like you. take off your mask so they can find you faster. I support the new Nekketsu Kouha Kunio-kun.
Editor, Active player (297)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
Boco wrote:
EDIT: Since Bisqwit hasn't seen the game in action yet, I imagine a lot of people aside from him haven't either. Here's some nice video of what I personally think is the best in the classic series:
Thanks :)
Mitjitsu
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Banned User
Joined: 4/24/2006
Posts: 2997
Boco wrote:
A fast but not perfect run (4 seconds slower than me, 14 seconds slower than #1) through Galaxy Man's stage, showing off the time attack mode and the supercool master weapons
I find that so unaesthetic to watch. Simply because the ingame timer doesn't increment during pauses, which means constant weapon switching is encouraged. We could be left with a situation in the future where a TAS is faster in real time but some of the ingame WR's are faster.
Player (68)
Joined: 3/11/2004
Posts: 1058
Location: Reykjaví­k, Ísland
AKA wrote:
Boco wrote:
A fast but not perfect run (4 seconds slower than me, 14 seconds slower than #1) through Galaxy Man's stage, showing off the time attack mode and the supercool master weapons
I find that so unaesthetic to watch. Simply because the ingame timer does'nt increment during pauses, which means constant weapon switching is encouraged. We could be left with a situation in the future where a TAS is faster in real time but some of the ingame WR's are faster.
No way. Even if the non-TAS WR is absolutely frame-perfect in-game, a TAS would also be frame-perfect on the weapon-switch meaning the real-time would always be faster, but in-game time would always be at least equal or faster.
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