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/vr/ - Retro Games


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File: 787 KB, 1920x1080, mm7.jpg [View same] [iqdb] [saucenao] [google]
9254536 No.9254536 [Reply] [Original]

Why do people hate Mega Man 7 again?

>> No.9254540

>>9254536
Boring soundtrack, boring graphics, boring robot masters and weak sauce when compared to the X series on SNES.

The NES series had soul which the SNES Megaman classic games lacked, and even Megaman 8 mogged Megaman 7.

>> No.9254545

Too chunky for me.

>> No.9254551

It feels like more like the Game Boy games than the NES ones. Mega Man himself takes up a bigger percentage of the screen like he does on the Game Boy, the 4 and 4 robot master split, and everything just feels "soft" if that makes any sense.

>> No.9254553
File: 179 KB, 876x1110, 1633379364715.jpg [View same] [iqdb] [saucenao] [google]
9254553

>>9254536
idk it's real good, the robots are cool and the weapons are really useful except for the fire attack
the music is kinda shit though with some notable exceptions

>> No.9254556

>level design
downgrade of the last games
>gameplay
i hate that you can't escape traps in this game
>soundtrack
also a downgrade and sounds bad compared to Mega Man X soundtrack

It's not a bad game, but even R&B is better

>> No.9254561

>>9254553
>useful
It's only useful on bosses, there's no reason to use weapons in the stage.

>> No.9254567

>>9254536
It came out after MMX and was a general downgrade. Slower pace, and there was no excuse for sprites to take up so much of the screen.

>> No.9254571

>>9254561
yeah there is
junk man in particular, his shield is so fucking good, like it lasts forever and tears through enemies like a pair of scissors
the thunderbolt is also pretty useful, does a lot and doesn't cost much
honestly those are all ya need but the others have their uses, like slash's is pretty fast and turbo's can basically replace your buster because you can bounce it on the wall

>> No.9254578

>>9254571
er not turbo's but shade's rather

>> No.9254584

>>9254571
I almost beat the game, buster only because it's so damn easy. weapons have a huge delay and are useless compared to peashooter

>> No.9254595
File: 230 KB, 1400x900, megaman_screen.png [View same] [iqdb] [saucenao] [google]
9254595

screen crunch
zoomed in / simple level desing

>> No.9254703

only retarded americans hates this game.

>> No.9254714

It has the best credits sequence of any of the classic Mega Man games.

>> No.9254990

>>9254703
I also hate anyone that doesn't love Africa, anon.

>> No.9255057

>>9254536
Because they're too used to the NES games to appreciate the arguably superior late Game Boy games, which 7 is basically a sequel to.

>> No.9255065

>>9254595
the really are like that. but its not megaman in particular, almost every game on 16 bits consoles went the same (wrong) way of making player sprites bigger than 8 bits and contraining movement, as a result it feels more claustrophobic.

>> No.9255098

MM7 is the kind of game you need to have played at least once to start to enjoy.

It is hated by the kind of people who play a short action game once never to play it again. This kind of people should be completely ignored because they will always have shallow point of views on the games they barely know.

>>9254595
Screen crunch alone is not the culprit. It's that coupled with game design and level design philosophy. The GB games have more "screen crunch" but it almost never is a problem. But 7 has shit like the section scrolling down in Turbo Man's stage in which you can't see anything come, or even in some cases enemies that start shooting at you before they can be seen on screen (in b4 someone else tries to correct me on that, I've already proven it before so don't even try).

>> No.9255101

>>9254536
At the time it was judged for being outdated compared to the X games but I haven't seen much hate for it.

>> No.9255639

>>9254536
- Large sprites make the game feel cramped
- Added Bolts which encouraged grinding
- Second four Robot Masters don't appear until you've beaten the first four
- Too much delay before Mega Buster starts charging

>> No.9255647

>>9254536
after the dash was introduced no one wanted to go back to not having it. why buy a boring ass old mega man game when there are X games?

>> No.9255736

Besides the screen zoom and more ambiguous platforming hitbox, for me it's the sound design, specifically the bullet sounds when you hit enemies. In MM1-6, it sounds like ripping and tearing through metal. In MM7, it sounds like tapping on tinfoil. The death sounds on enemies is weaker too. Killing enemies is just less satisfying.

>> No.9255848

Most people didn't play in until it was on that janky Megaman Collection on Gamecube and PS2, so all of the shitty emulation faults were seen as how the game was suppose to be.

>> No.9255865

Because it's slow as fuck compared to the NES games. Also it's worse than MMX in pretty much every way.

>> No.9256021

his sprite is way too fucking big.

>> No.9256242

I'm mixed on 7. The intro stage and only having 4 robot masters at the start are pointless. At least there's a password to fix this. Not a fan of the item shop either and I hate that it was treated as a series staple since. On the other hand, it has some of the best Wily stages in the series. Most Mega Man games tend to fall apart by that point.

>> No.9256314

Complaining about sprite size is a very non-retro thing (back in the day, big sprites meant it was cooler), and the game was designed for that in mind anyway.
I think 7 is overall a pretty great action game.

>> No.9256331
File: 4 KB, 256x232, New Adventure Island (USA)-0002.png [View same] [iqdb] [saucenao] [google]
9256331

>>9256314
Yeah, this is easily forgotten now but early 16 bit were all about "big characters", because they could. It was almost on the same level as "holy shit, 3D!" of the next generation except for a shorter while. It's especially apparent on the PCE.

>> No.9256382
File: 248 KB, 1026x1358, MM7-ScorchWheel-Art.jpg [View same] [iqdb] [saucenao] [google]
9256382

Been replaying it recently and it's really something. The graphics really nail that 16-bit charm like no other, megaman's sprite has never been (and has never been) this expressive and stylized. The game has throwbacks to the 8bit era, introduces Bass, creates new ties to the Megaman X continuity and has some of the best final stages plus the best ending cutscene in the classic series. That's mentioning the absurd ammount of secrets, all of this on top of it having been made in just a few months.

Mega Man simply has never been this cool ever since.

>> No.9256391

>>9256314
It was made by the guys who made the GB mega man games. I think it was a good ideia to have them work with what they were already really good at.

>> No.9256414

>>9254540
I can’t imagine being this wrong

>> No.9256452
File: 2 KB, 160x180, d2l8mh7-78ff8f1b-49d9-47bd-9e57-f63ddf969695.png [View same] [iqdb] [saucenao] [google]
9256452

>>9256382
The only thing I don't like about Mega Man's sprite is that his idle stance feels off. He's supposed to be posed like he's ready to run into battle but thanks to his right arm sticking straight down it looks like he's just awkwardly slouched forward. Bending the elbow forward a bit to match the motion of the left arm, similar to X's SNES sprite would do wonders for it.

>> No.9256454
File: 133 KB, 840x761, 279-2795969_megaman-x-sprite-megaman-x-sprite-png-transparent.jpg [View same] [iqdb] [saucenao] [google]
9256454

>>9256452
X's for comparison, it's a very similar stance but simply shifting the arms makes the line of action more dynamic.

>> No.9257296
File: 4 KB, 485x504, mm09.png [View same] [iqdb] [saucenao] [google]
9257296

>>9256452
Power Fighters had a cooler idle pose, shame it's not in the same pixel ratio so you can't just port it

>> No.9257687

>>9256452
He looks like he's really mad after another schoolbooy insulted his mom

>> No.9258171
File: 151 KB, 1536x864, 453025-AAA-1536x864.jpg [View same] [iqdb] [saucenao] [google]
9258171

Oh yeah, this happened.

>>9257687
Yes, Mega Man looked like he was seething inside the whole game on 7.

>> No.9258182

>>9254595
Really that's all it takes for you to think a game is a kusoge?

>> No.9258189

>>9256314
>Complaining about sprite size is a very non-retro thing
It's more a consequence of being older and being able to recognize and articulate the core problems.
Kids at the time just knew they had more fun playing Mega Man X and didn't really analyze why. Maybe they just thought X was cooler, more hip and with the times. Maybe they just thought 7 felt too "slow" or "dated." Maybe they just got subconsciously annoyed by not being able to see things until they were on top of them. Another anon here pointed out the specific sound effects, which again kids are likely to take in subconsciously. They don't point out the sound effects of MM7 describe why they don't like them, they just get bored and put the game down because it doesn't have the same great satisfying impact and explosions that MMX has.

All those criticisms of MM7 are true and did matter, even if the audience at the time wasn't specifically conscious of every reason. "You might not have noticed, but your brain did", etc. So when somebody in 2022 points out the sprite size (relative to resolution) in each Mega Man game >>9254595, it all suddenly clicks and makes sense.

>> No.9258195

>>9258189
Point is that sprite size doesn't determine whether a game is good or not. X is better but that doesn't make 7 a bad Game, it's still a pretty nice game and as many pointed out also has one of the best finales in the classic series.

>> No.9258198

>>9256414
The only theme on that entire OST worth a damn:
https://youtu.be/3cNUXfuiVS8

>> No.9258209

At the time it felt unesesary cause the Megaman X series was 16 bit Megaman and that series was hella popular. Plus the sprite size made it really cramp. Megaman X for example had sprite size more in line with Classic Megaman of the NES era for a reason.

>> No.9258212
File: 325 KB, 1920x1080, shovel-knight-airship-large.jpg [View same] [iqdb] [saucenao] [google]
9258212

>>9258182
It's a pretty big deal.
The sprite:screen ratio in Shovel Knight, for example, is closest to the original NES Mega Man, though it has the advantage of a much wider screen and higher real resolution.

>> No.9258216

>>9258212
>Posting non retro indie shit
0/10

>> No.9258229

>>9258195
>Point is that sprite size doesn't determine whether a game is good or not.
The point is: yes it does.
When the sprite is too big, the screen feels cramped. You can't see the obstacles and navigate effectively. Scenarios are simplified because you can't put as much on the screen.
Objects are slowed down to compensate so everything feels sluggish. Or they aren't slowed down and you get annoyed because you didn't see it coming.

When you're a kid, you don't directly link all those problems to the sprite size. You just know that X is more fun to play. As an adult, it's obvious.

>> No.9258236

>>9258216
>losing the argument and seething this hard

>> No.9258261

>>9254540
Megaman and Bass is soulful. Fuck you.

>> No.9258269

>>9256331
Yes but this just offers an explanation for why the mistakes were made, not that they weren't mistakes.
Super Metroid probably would have been an even better and more popular game than it already was, had the main sprite been just a little bit smaller to make the screen a bit less cramped. And the MM7 sprite is easily 10% bigger than Samus, probably closer to 30% on the horizontal dimension.

>> No.9258274
File: 8 KB, 482x433, oc.png [View same] [iqdb] [saucenao] [google]
9258274

>>9258229
No it really doesn't. The game was designed around that larger sprite size and screen ratio, same as the Gameboy games. Are we gonna start saying Mega Man World 5, one of the best games in the series, is a bad game now because Mega Man's sprite is too big?

>> No.9258286

>>9258274
>is a bad game now because Mega Man's sprite is too big?
Worse than it would have been with a smaller sprite.
I'm not lumping them into just one of two retarded categories of "good" and "bad" the way you do. It's all relative.

I don't have MM7 either. It's just not as good as Mega Man X, which was its direct competition.

>> No.9258292

>>9258269
>>is a bad game now because Mega Man's sprite is too big?
>Worse than it would have been with a smaller sprite.
Or, to put it differently: it's worse than an equivalent game designed for a real console with a decent resolution and screen size. Not the tiny handheld screen on the GBA.

>> No.9258294

>>9258229
I don't think MM7 is sluggish, it has pretty great action and has the typical polish of 16-bit Capcom sidescrollers. Is X a better game? Yes, I think so, and I'd probably say the same about X against most other games in the whole Rockman series, to be totally honest, but 7 is a pretty great game still. Trying to suggest it's a downright bad game just reeks of /v/ contrarian kid trying to fit in.

>> No.9258296

>>9258274
Except they're not designed the same way at all. The GB games do a good job at making sure all the information the player needs is on the screen, for instance there is no direct scrolling up/down. MM7 doesn't do this as well so it often feels like advancing blind.

As I said it's not the character size per se, but the design that doesn't adapt to it

>> No.9258325
File: 13 KB, 256x224, Megaman VII (USA) -Restoration007.png [View same] [iqdb] [saucenao] [google]
9258325

>>9258296
Another example on top of what I said earlier, enemy shooting at the player before said enemy appears on the screen (and no, I did NOT go further on the right to backtrack here, I hadn't walked further on the right yet here)

This never happens in the GB game

>> No.9258326
File: 1.86 MB, 2972x3101, it's kino time.jpg [View same] [iqdb] [saucenao] [google]
9258326

>>9254536
>Why do people hate Mega Man *8 again?
FTFY
7 was fun, aside the shitty Wily Capsule.

>> No.9258331

Man if MM7 gets shit for big sprites, what should we say about Shinobi and countless classic arcade 2D action games?

>> No.9258367

>>9254536
Heavy reliance on slide, just like MMX relies heavily on dash, except they didn't assign the slide to a single button press because they didn't know how else to differentiate the two series' gameplay.

Mega Man became such a clusterfuck. Sad.

>> No.9258392

>>9258294
>Trying to suggest it's a downright bad game
Who is actually saying that, though?
OP started this whole thing off with a straw man. Nobody actually fucking hates MM7. But it isn't liked as much as MMX or its predecessors on the NES. The sprite size is a big part of the problem.

>> No.9258863
File: 3.13 MB, 640x550, street-fighter3-sprites.gif [View same] [iqdb] [saucenao] [google]
9258863

>>9258229
I hate to say it since I tend to bash MMZ because of this, but screen size isn't everything. Bigger sprites allow for bigger spectacle and tighter challenges. In MM7, even jumping from a platform to another can be tight, and that makes it a bit more fun. In the NES games, platforming is trivial in comparison. These restrictions make things fun when you get used to it. I also feel the same about X4's street fighter-like sprites.

>> No.9258970

>>9258863
It's a silver lining that, on the whole, is not worth it.
> X4's street fighter-like sprites
They aren't nearly as big as street fighter. SF isn't a platforming game there's no real need to pay attention to the environment beyond a very basic awareness of whether you're against the wall or not, and duel-style gameplay tends to always favor shorter distances.

>> No.9259449

>>9258236
How is he losing? 16:9 indie "NES" games aren't /vr/.

>> No.9259467

>>9258182
yes cutting the screen height in half is a big deal.

the levels are far less interesting and complex due to that

>> No.9259468

>>9258269
Its weird that Samus feels the perfect size in Super Metroid while Simon feels way too big in Super Castlevania IV. Maybe its a difference in expectation because Metroid had a lot more verticality while Simon is mostly a lumbering giant marching to the right.

>> No.9259470

>>9254536
>7 concurrent mega man threads overnight
Which video was uploaded recently?

>> No.9259476

>>9258274
Gotta be honest, its far from bad but GB MM5 is way overrated. Its still worse than the NES ones. Its just unique enough for a Mega Man game to cover for its limitations better than the earlier GB games.

>> No.9259478

>>9259470
gee i didn't know that ecelebs made one of the most popular series of all time, should've known those bastards would hold out on the secret of time travel

>> No.9259863

>>9259468
Metroid has more empty space, too, mainly there to navigate through and link different areas together. Both CV and Mega Man are oriented more around a more linear and densely-packed sequence of action-platform challenges. ( until sotn, which is a bit more like super metroid in its layout ).

>> No.9259871

>>9259449
We're talking about game design and he's seizing on an irrelevant perceived 'infraction' to avoid addressing the point made about sprite size.

Shovel Knight is a (very well-regarded) retro game (by the normal English meaning of the word), heavily inspired by games like Mega Man. It's telling they chose to go with a smaller relative sprite size.

>> No.9259874

>>9259871
Sprite scaling is no longer an issue since gen 5, you can zoom in and out and it will never be a problem

>> No.9260091

If you want to see how screen real estate changes how a game is played just compare Super Mario Land 1 and Super Mario Land 2. The second is generally regarded as better but there had to be several changes to the way levels are designed as well as the overall speed and physics to make it all work.

>> No.9260376

>>9254536
Cause look at his stupid fucking face, what a megafaggot!

>> No.9260473

>>9259874
Yeah and every single non-retro platform game that comes to mind defaults to a zoomed-out view where the sprite takes up a relatively small amount of the screen, and stays that way for the majority of gameplay (maybe zooming in for cutscenes, etc.). Measuring a few and comparing with the chart here: >>9254595 they are all less than 0.018% (Mega Man X). The only exceptions I can think of are H-games, for reasons that should be pretty obvious.

>> No.9262071

>>9260091
Yeah SML2 being regarded as better than SML1 is more about SML1 being so primitive than anything else.

>> No.9262276

>>9254540
>Boring soundtrack, boring graphics, boring robot masters
No, that's Mega Man 6

>> No.9262304

>>9254536
It fucking looks ugly.

>> No.9262346

>>9258325
You tell the truth, but it's really a non-issue. In your pic, the player would be marching forward and the enemy would have just a split-second advantage. However, he would waste his advantage, because he aims at the exact spot you were, and his shots travel in arc, taking time to land. In other words, he will hit a place where you no longer are. When he has another chance, you're already both on equal standings and the fight is fair. To be honest, all that probably works in the player's favor, since he can know beforehand how the enemy attacks without having to take a hit for it.

Sure, there are some other instances where Mega Man's bigger sprite does make level design seems claustrophobic, mostly at Turbo Man's stage. There are workarounds for it, but it should've been planned better.

>> No.9262348

>>9262276
Mega Man 6's only relevance was "wow didn't realize anyone still made games for the NES"

>> No.9262459

>>9262348
lol
6 is a cabalistic number. Your ignorance is showing.

>> No.9262549
File: 252 KB, 640x476, Shade (1).png [View same] [iqdb] [saucenao] [google]
9262549

>>9262304
>It fucking looks ugly.
More like it fucks ugly looks.

>> No.9262552

>>9262346
That's a lot of expectations there. Not every player is going to make the same inputs at the same time.

>> No.9263694

>>9258325
Is there a widescreen hack for this with bsnes hd or whatever?

>> No.9263885

>>9262276
I don't recall Knight Man or Yamato Man appearing in Mega Man 7. Only cool robot masters there are Shade Man and Turbo Man. The rest suck ass.

>> No.9265658

>>9258326
Why do so many brainlets complain about the Wily fight? It's fucking easy. Just slide and jump with the proper timing.

>> No.9265670

>>9254536
idk I never played it

>> No.9265782 [DELETED] 

>>9258296
>so it often feels like advancing blind.
this is a complete lie.

>> No.9265783

>>9259467
there's not much complex done with the additional height in the NES games.

>> No.9265813

>>9258325
I just went to this level and section. There's an audio cue and you have enough time to slide out of the way. There's a delay from when the enemy starts shooting Non-issue. At worst, you take damage if you lack reflexes to slide away. It's not like it's Mega Man 9 with its "gotcha" enemies that gimp you and instantly kill you. Not seeing how screen size is making for a worse game.

>> No.9265816

The sound is all wrong. The buster sounds like bubble wrap popping not plasma weaponry

>> No.9265840

>>9256242
The item shop was introduced in Mega Man IV for the Gameboy.

>> No.9265845

Mega Man seems pretty gay in it very offputting.

>> No.9265846

>>9265813
>not seeing how
Yeah because you aren't trying. You're just desperately searching for the flimsiest excuses to deny the argument.

>> No.9265851

>>9265783
>not much complex
It doesn't take much to totally change the feel due to the more restricted field of view. 15-20% more visibility on every screen adds up to a lot of detail in the long run.

>> No.9265853
File: 98 KB, 640x490, game-2.jpg [View same] [iqdb] [saucenao] [google]
9265853

>>9256331
It's ESPECIALLY apparent on the Neo Geo. Pic related fucking blew my mind.

>> No.9265859

>>9260091
>>9262071
Even as a kid I always thought SML1 was the better game. "yeah, it's not as pretty, but the levels are much better designed".

>> No.9265941

>>9254540
You're having a laugh. Mega Man 7 has one of the absolute strongest soundtracks of the series, every boss theme other than maybe Slash Man is a banger, and Wily 1 theme has a great buildup.

Gameplay wise I understand why people think it's awkward because of how big the sprites are. But even that's been solved. 2ch made Rockman 7 FC.

https://www.youtube.com/watch?v=bw3x_VLZcYs

>> No.9266150

>>9265658
>It's fucking easy
Ok Shadowserg

>> No.9266153

>>9265941
Mega Man 7 Soundtrack is one of the worst in the series.

>> No.9266162

>>9265853
https://youtu.be/CjqXpFRHTh0
SNKsunnis....this was supposed to be our breakout fighting game...

>> No.9266167

>>9265941
I hope they make Rockman & Bass FC and MM11FC next

>>9266153
Wrong

>> No.9266219

>>9258171
guess thats why america added the pissed angry ending

>> No.9266223

>>9266162
Nobody cares about art of fighting.

>> No.9266272

>>9256382
Great comment! There were a ton of secrets in 7 and X1 and it was a lot of fun to spend time discovering them all back before the internet came and ruined stuff like that. And Bass is awesome, absolutely one of the coolest characters in the series and MM&B was a great follow-up.

And who could forget that Bass is heavily in the EXE series so all of those games really owe a lot to 7.

>> No.9266274

>>9254536

zoom zoom

literally, the camera is too zoomed in

>> No.9266326

>>9265941
Slash man is pretty epic too

>> No.9266335

Is megaman even worth playing after 1-6? I think after the NES entries I just switched to the X and Zero series and didn't look back.

>> No.9266337

https://youtu.be/PHMzcsPg8qI

>> No.9266432

>>9266335
All of the mainline games are great. These people are just dumb autists.

>> No.9266439

>>9266337
Snes shitty sound butchered these songs

>> No.9266442

>>9266335
11 is probably the best one.

>> No.9266478

>>9266335
honestly besides 8 (didn't play 11 so idk about that one) i think they're all better than the nes ones

>> No.9266815

>>9266150
it's not easy but when you know the tricks it's not that hard honestly

>> No.9266931
File: 168 KB, 268x320, file.png [View same] [iqdb] [saucenao] [google]
9266931

>>9254595
Whoever calculated these percentages needs to go back to elementary school math classes.

>> No.9267230

>>9266815
Mega man bosses in general is trial and error
This one was a very special case, and the only other Wily boss that came close was the first and last phase of MM9's Wily Machine

>> No.9267249

>>9267230
He also got the NES and SNES screen resolution wrong to begin with. It's 256x240

in b4
>>but my shitty old CRT doesn't show those 10 pixels!
Irrelevant, besides depending on your TV you could see more or less

>> No.9267365

>>9266326
Slash Man is one of the shittiest megaman bosses EVER

>Goes to the ceiling where he cannot take damage
>Drops in RANDOM locations 6 fruits that makes you unable to jump or slide if they hit you or move if you step on them
>You are immobile until the boss hits you
>While fruits 5 and 6 are dropping, with HIGH chances of being near you, the boss launchs a diagonal fast attack on you, if you try to be below him he will drop on you
>You best shot of doing damage is when he is jumping after you, though due to how much little screen space there is, if he pulls a more diagonal jump he is likely to hit you

>> No.9267373

Megaman 7
>Less screen space
>Plataforming is easier compared to predecessors
>Obscure shitty secrets you need to use Rush Search to find, sometimes hidden between different routes of the same level
>Rush Adapter is cool but makes a lot of shit redudant
>Most boss weapons are shit
>Some shitty designed bosses too

>> No.9267408

>>9267365
>You are immobile until the boss hits you

Wrong. You can free yourself, protip: spam litteraly every single button, even if those button does nothing, it counts. Same with freeing yourself when burning, if you're fast enough you can only lose 2 HP from burning.

With that said Slash Man is still shit. There are some cases where even knowing that it's basically impossible not to get hit.

>> No.9267420
File: 287 KB, 1920x1080, 20170822184034_1.jpg [View same] [iqdb] [saucenao] [google]
9267420

The nice thing about MM7 is all the cool little things they put in the game, like pic related

>> No.9267424
File: 262 KB, 1920x1080, 20181020172232_1.jpg [View same] [iqdb] [saucenao] [google]
9267424

>>9267420
or changing the weather in this stage

>> No.9267425

Did you guys know that Freezeman will NOT attack you until you shot him? He will keep provoking you until you do.

>> No.9267428
File: 165 KB, 1920x1080, 20180621145615_1.jpg [View same] [iqdb] [saucenao] [google]
9267428

>>9267424
>>9267420
or freezing the cloud platforms

>>9267425
Yeah they took that from Skull Man.

>> No.9267430

>>9267424
Eh, X2 did this better like 6 months before.

>> No.9267443

I only have 2 complaints against Mega Man 7.
The movement and jumping feels awkward and clunky, and if you're on a Mega Man binge and just played one or some of the previous games before MM7 , it takes a while to get used to. The charge shot also feels a little off.
My second complaint is the Wily Capsule fight.
God damn that is very difficult, peoples first time playing the game are going to get fucked real hard and some may even rage quit and then post and bitch about it on /vr/. But at least it has cool music, I guess.

>> No.9267601

>>9266931
Knowing the meaning of percentage is much more important than learning how to calculate it (which is easy). People fall for the trap that since the calculation is easy, they should pay no attention to how to set it up.

>> No.9267614

>>9267420
Every Mega Man game has that one and only weapon which destroys a Gabyool.

>> No.9267635

>>9267365
>fruits
Are that what they are? I've always wondered if it was some kind of prehistoric amber or something.

Anyway, if you're going for a buster-only fight, you can...
>though due to how much little screen space there is, if he pulls a more diagonal jump he is likely to hit you
...charge your shot, slide under him and release it just as he lands.

>> No.9267665

>>9267635
Yes of course, the issue is that you usually will have to avoid his jump and then jump to avoid his claws, depending of what you do and where you are, he will do a fast diagonal jump that will get you by surprise as soon you are landing.

>> No.9267673
File: 275 KB, 600x737, 1663372937470278.png [View same] [iqdb] [saucenao] [google]
9267673

>>9254536
Megaman X had released just years before and honestly improved on the formula in almost every way. While MM7 mogged previous MM games in terms of content the game played far slower in terms of the X games and once people get that fast paced version of the same game they really didn't feel like going back.

7's soundtrack is arguable good with people either loving it or hating it. In terms of graphical display it was far more vibrant than the NES games but that's to be expected on a new console. The downside being that the sprites were way bigger and made the screen feel cramped. The game had a decent amount of back tracking in terms of items playing hide and go seek, you literally utilized every item you had in your inventory to get everything. There was also tons of extra goodies to find like the Protoman battle which gave you his shield. People complain about the grind but it still felt more fulfilling than the constant back and forth in X3 for items that weren't necessary and you'll probably never use. The controls were tight. I don't give a fuck what anyone says. They were better than the NES controls and it's to be expected of a SNES game. People want to say it feels clunky? That's not the floaty abortion that is MM8 and I'll die on that hill because those controls killed half the experience in MM8 for me. People also complained about the later boss difficulty and the fact that you could only select four bosses from the start. While I defend the second part of the argument that only having four to select from is stupid all I have to say about Wily Stage boss difficulty is zoom zoom. They're supposed to be hard faggot, practice and get better, they literally all have weaknesses and set patterns.

MM7's honestly my favourite in the series but it does have some glaring faults like those stated above. Anyone who says it's a bad game though are mega faggots.

>> No.9267679

>>9267673
8 had good ideas but the execution was lackluster, that all there is to it.

>> No.9267683 [DELETED] 
File: 32 KB, 599x384, math is hard.png [View same] [iqdb] [saucenao] [google]
9267683

>>9254595
we did it reddit

>> No.9267695

>>9267679
MM8 experimented with a lot of new technology of the time and had a banger soundtrack that I still feel the mainline series hasn't outdone but holy shit the controls were awful and I'm not even counting the jump and slide sections. The bosses were just easy to cheese once you got their patterns down in a buster only run hold for a few of the Wily bosses though.

I will defend MM8 as being a good game that were merely held back by experimental design flaws and awful controls. I'd like to believe that if it were made today it's be a 10/10.

>> No.9267713

>>9267695
The Rockball was the dumbest powerup, may as well just have given MM infinite jump.

I think 8 went the same way as X4, they went back to having a more easy design without too much stuff for the player to care about, just collect some nuts and buy "upgrades", but some experimental shit was just bad, the sliding parts are terrible lol

Nah, MM11 was shit, X5 and X6 also had some big flawed design and let's not talk about the two abominations released for the PS2 which are probably some of the worst plataformers ever made

>> No.9267753

>>9267665
I think I'll play it again sometime to check this out, my memory is kinda bad. I have the impression he's fast, but gives you a little time to react. Anyway, he's surely the hardest of the 8 main bosses; the little bastard is so annoying that, even if you use his weakness and freeze him, his frozen body can still slide towards you and cause damage. lol

>> No.9268343

>>9267713
What was wrong with MM11? The double gear gimmick isn't that intrusive and the actual levels are pretty great if a bit long. I don't think it's as good as MM9 but I like it a lot more than MM10.

>> No.9268353

>>9267365
The fruits are very bullshit, but other than that he's a pretty good boss.

>> No.9268417

>>9268343
It just doesn't feel megaman enough to be honest, it's not too intrusive depending the mode you are playing, MM10 had several issues, though the very hard mode that was only avaliable by DLC was better.
>>9268353
He has a better concept than the way he works though, I feel like he plays on the game worse weaknesses, including the limited screen space.

>> No.9269254

>>9268417
>>9268343
He's just autistic.

>> No.9270112

>>9267713
MM11 was fucking phenomenal. Great stages, great bosses. The music is a bit different but it grew on me. The only thing I knock it for is that it kind of starts to fall apart at the Wily Stages.

>> No.9270142
File: 35 KB, 512x448, 1657096735300.gif [View same] [iqdb] [saucenao] [google]
9270142

>>9254536
>belt says MM
>not RM

"Rockman" fags BTFO

>> No.9270816

>>9270112
it's more that there are only 2 wily stages

>> No.9271318

>>9270112
Nah, it had shitty level design and shitty gameplay mechanics.

>> No.9272917

>>9271318
I do think the levels are too long. I'd rather have more Wily levels than fewer levels that overstay their welcome. But overall my only real beef with the game is the way the boss fights work. The 3D animations make it harder to know exactly where their hitboxes are. When Block Man grows big and starts stomping around you don't have the clarity of where contact damage will happen the way you do in the 2D games.

>> No.9272929

>>9272917
I agree on both accounts. The 3D by itself really brings nothing good to the game, outside of making it easier to develop for the game.

>> No.9272942

>>9272929
I wish more games would do what Arc System Works did for Dragon Ball FighterZ. It's a 3D game but the developers specifically told their 3D software to not do all the things that it's good at like smoothing animation frames. They did all the work in 3D but made sure that it animated more like a 2D cartoon. For games like Mega Man that's really important since you're reacting to the keyframes. When you let everything smooth out you no longer can tell where those keyframes are. It makes it harder to know when to commit to an action. I don't mind 3D in concept. I just don't want things to be excessively smooth to the detriment of the game mechanics.

>> No.9272946

>>9272942
It could have been worse actually, I don't know if you're aware but after the first MM11 trailer everyone complained about the animation work and they re-did it to match more what the NES games were like

>> No.9273089

>>9272917
i actually love the boss fights and would do super hero boss rush over and over. I liked the back and forth.

>> No.9273859

>>9254536
They made it 3 months

>> No.9273887

>>9273859
I think this claim kinda dubious, it's very likely some aspect of it was made in 3 months, but very likely the assets were made together with Rockman X2 since 7 actually shares some assets with it, aside from the stuff it reused from X1 (like the city background which was from the X1 prototype).

>> No.9273915

>>9255647
You can use the dash in this game lol

>> No.9273929

>>9256314
>>9256331
That's like saying FMV games are misunderstood because even though the production and acting were terrible they were still taking advantage of this new capability. Just because they can do something doesn't mean they should unless they can do it well

>> No.9273937

>>9256452
>>9257296
God, now I'm all nostalgic for Bob and George.

>> No.9273939

>>9254536
Well I just finished for the first time
I have to say the music is definitely worse, and also that everything feels cramped which leads to situations that make the game unfairly difficult compared to the previous mainline Mega Man titles which were easier.
I liked the graphics and the bizarre doomer ending was based too.

>> No.9273942

>>9273887
Check its development on wiki, it shows, it had unbalanced difficulty and poorly implemented ideas. And megaman man going kill mode at the was probably a last minute idea. Compared to rest there is remarkable.

>> No.9273947

>>9273939
I don't think they were easier, just more fair, it felt like the margin of error was big enough for you to blame yourself and not the game design.

>> No.9273950

>>9273942
I think as actual game design and programming goes it was 3 months, but I think stuff like level design, enemy design and such was probably being worked together with X2

>> No.9276658

Because it is a fuck up

>> No.9276661

>>9254540
MM7 has one of the best soundtracks and looks great, what are you talking about?

>> No.9277390

>>9273859
I heard it was only six weeks.