Mega Man General Thread - Mega Man Battle Network Legacy Collection announced

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Gonna pass. Played through Zero 2-4 and just couldn't get into ZX.

I can identify with that. ZX wasn't hard for me to get into, but I thought the attempt at a hubtown and overworld wasn't well executed. It just felt like a chore to go back and forth through the town to each of the 8 or so levels. It wasn't anything like how Legends did it, which was perfection to me: a small island connected by a vast subterranean network of techno-tunnels harbouring treasure and big crystals. Shit was cash. Not much music needed, just a couple ambient suspense tracks here and there to set the mood. It even nailed the voice acting and the operator-who-talks-to-you-during-missions mechanic before X5 shit it up.

Anyways, I liked ZXA marginally more than I did ZX, but what I really didn't like about those games is that they tease you a small, familiar taste of pure X style gameplay before just replacing it with the basic Zero gameplay, + a bigger charged shot. Always felt cheesed off about that, but both games are nevertheless pretty solid and have at least as much to offer as your typical X game.

Then again, the X games brought us Ride Armors and Ride Chasers. Can't top that with oversized Maverick forms or the Buster Edit mode. Least I can say about the ZX games is they changed the game up by giving each boss a cluster of pixels for a weak point that, uh, you're not supposed to hit.

IntiCreates makes weird sidescrollers, but I can't say they're not fun.
 
I am still feel robbed for that cancellation of Mega Man Legends 3 and Universe, I really wanted to play as bad box art Mega Man.
I'm still salty about Universe's cancellation. I want Capcom to try it again at some point. Mario Maker's proven you can make an awesome custom level editor for 2D platformers. Being able to play custom-made Mega Man levels still sounds awesome even after all these years. About the only hurdle is how it would handle bosses, since Mega Man games are designed around them, but I feel as though there could be a creative solution to it.
 
On the topic of zero/zx if you had to pick a favorite track from the games which would it be. I'd say either departure or Esperanto

This isn't even fucking possible to narrow down as Zero/ZX have phenomenal soundtracks that absolutely stand out even among Megamans other stellar OSTs.

Been meaning to listen to these for a while but completely forgot I even had it saved:

You always get the same weird looks when you tell people that Megaman has actually good stories in their games but I also remember most people haven't play the Zero games nor have read the lore.

I get that marketing was mostly the reason the Battle Network and Star Force got mediocre anime shows, but every version of the Megaman games would make fantastic shows in their own right given to the right people.
 
I get that marketing was mostly the reason the Battle Network and Star Force got mediocre anime shows, but every version of the Megaman games would make fantastic shows in their own right given to the right people.

They would have make more episodes with the lion men for some strange reason.
 
You always get the same weird looks when you tell people that Megaman has actually good stories in their games but I also remember most people haven't play the Zero games nor have read the lore.

I get that marketing was mostly the reason the Battle Network and Star Force got mediocre anime shows, but every version of the Megaman games would make fantastic shows in their own right given to the right people.

I think Mega Man X had the most memorable & well-executed plot of the 2D sidescrollers, though lore-wise the whole series is shallow compared to Zero. X2 and X3 had great moments, but the story was mostly disposable aside from Zero being brought back. Zero and ZX tightened everything up including the story, but my only criticism is the exposition made them a little less memorable & had less impact for me.

It's a shame Mega Man X wasn't more popular by the time it got to X3 or X4, or they might have funded a TV show that looked and sounded like this:


I still love this. X looks and acts like a right badass, the faces are drawn perfectly, catchy rockin' J-Pop music in the background, and aside from Launch Octopus' death by lag, the action was great. It blows the action cutscenes from X4 out of the water.

With a full-fledged show, they could've done the settings and the basic plot frameworks of each game a lot more justice. Day of Sigma was a treat, but I really hate how they make X into an ineffectual wimp until the very end. I don't wanna root for someone who acts like that and hesitates all the time. It's not like he ever killed someone by accident. Take a fucking shot, X. You're a cop. You signed up for this. I know it sucks, but your brother never let that stop him and I'm sick of your teary-eyed bleeding-heart bullshit.

Iwamoto ruined X with this crap, goddamn. Nice meme though I guess

tumblr_inline_mheythXJEq1qz4rgp.jpg


I guess when all you have to work with is "X has the revolutionary capacity to think, feel, and make his own decisions," then this is what you produce.

Kitamura's original backstory for Mega Man is, to me, much more melancholic and interesting to explore in comparison:

Akita Kitamura on Mega Man (2011) said:
Time to Get Serious!
Ariga: Whenever I play Mega Man 2, I’m always struck by how awesome the music is. MM1 is a special game to be sure, but I especially love MM2. The backgrounds, too, are just perfect. It’s like, “this is the world I was waiting for someone to make!” However, in the later Mega Man games, the gameworld became more catchy, more pop, brighter somehow… Inafune was saying how Mega Man X took a darker turn in order to distinguish itself from that. For me, though, I feel like the Mega Man games gradually lost that cool, darker, more serious edge as time went on. I really felt that way when I received some criticism about my drawings of Mega Man: “Ariga, you draw Mega Man too seriously. The world is supposed to be lighter, more fun!”

Kitamura: Yeah, the “serious” quality you’re talking about is different from where Mega Man later went. I think I understand you. You know, just the image of Mega Man standing there: there’s a sadness to it. Even his sprite has a certain gravity and seriousness to it. How can I put this… for me, when I see a young child playing alone, in a park or in the middle of the street, playing by himself there… there’s something so sad about that sight, it can almost bring me to tears. And there’s something similarly lonely about Mega Man.

For example, in the backstory I wrote, Mega Man alone is equipped with the functionality to turn himself off. That very fact imbues him with a sadness. The other robot masters were made for some kind of specific job or work, so there’s no need for them to have an “off switch” they can control. However, a robot helper like Mega Man can make his own judgments, and therefore can decide whether he’s needed or not. That bit of backstory also reflects the serious feeling in the writing that you mentioned you liked. The sadness of being a robot is having this inorganic existence.

Ariga: I like that, the “sadness of the robot.” It’s part of what makes Mega Man who he is. At the same time, I also like the hope and futurism that robots embody.

Kitamura: The heroes I used to love were always strong figures that you could look up to. They were different from the heroes of today, who are drawn more sympathetically, and who you’re supposed to have something in common with. To me, a hero embodies the “virtue” that we all have in our hearts. We all have it, but most of us are too embarassed or scared to show it. In that sense there’s something childlike about heroism. Heroes are the people who are proud to show that side of themselves to others.

They have a lonely existence, and they will bear any burden—even when not being watched over by others—simply because it’s the right thing to do. I like heroes with that childlike purity and idealism. Someone who can still believe in what’s right, even when others says “that’s not realistic.” I think when a person encounters a hero like that in art, they can learn a lot from them. That’s the kind of hero I wanted to create in Mega Man.

That "sadness of being a robot", or of being a lone hero, is lost or muddled with X, because now he's not only supposed to be more edgy and relatable, but also the next leap in robotics: thinking, feeling, and independent, which are things you'd think the original Mega Man already had just by how he acted. So how does this make X special? Oh, he can cry and has "more" free will. Alright. Add to that Zero + a society of thinking, feeling Reploids that have the same rights as humans, and he's not so alone anymore either.

As an aside, it's kinda like comparing Kid Goku with Kid Gohan, now that I think about it.

So anyways, it's a completely different story, but they never seemed to go anywhere with his capacity for emotion, specifically his capacity for "worrying" that was supposed to make him stand out from the rest. Inafune tried to start rectifying this with MHX / Day of Sigma, which was a decent effort, but even if he did get to make MHX2-5, I don't think he could've come up with a satisfying answer to that. I'd rather just go back to the drawing board and rethink a little what makes X "X", while retconning Mega Man to have that off-switch.

What would the "X factor" be, besides armors and upgraded functionality? Does he even need more than that? I thought he was fine when he didn't talk so much and just got stronger. He never really had to make any tough decisions other than "Avoid shooting your partner or superior". Things got interesting with X4, but the whole overarching "X and Zero must fight" story that culminated in X5 always seemed strangely communicated to me. It's the sort of thing that, when I first played X3 and got to that line in the ending where it spells out, "X must kill Zero," I was baffled. Why? Of course we find out why in X4, but I imagine this is partly why people think the story in Mega Man (X) is a mess. Inafune just seemed to want to rush that shit to the finish, which was unfortunate.
 
I think Mega Man X had the most memorable & well-executed plot of the 2D sidescrollers, though lore-wise the whole series is shallow compared to Zero. X2 and X3 had great moments, but the story was mostly disposable aside from Zero being brought back. Zero and ZX tightened everything up including the story, but my only criticism is the exposition made them a little less memorable & had less impact for me.

It's a shame Mega Man X wasn't more popular by the time it got to X3 or X4, or they might have funded a TV show that looked and sounded like this:

https://youtube.com/watch?v=8JS4iMSC_i8
I still love this. X looks and acts like a right badass, the faces are drawn perfectly, catchy rockin' J-Pop music in the background, and aside from Launch Octopus' death by lag, the action was great. It blows the action cutscenes from X4 out of the water.

With a full-fledged show, they could've done the settings and the basic plot frameworks of each game a lot more justice. Day of Sigma was a treat, but I really hate how they make X into an ineffectual wimp until the very end. I don't wanna root for someone who acts like that and hesitates all the time. It's not like he ever killed someone by accident. Take a fucking shot, X. You're a cop. You signed up for this. I know it sucks, but your brother never let that stop him and I'm sick of your teary-eyed bleeding-heart bullshit.

Iwamoto ruined X with this crap, goddamn. Nice meme though I guess

View attachment 928919

I guess when all you have to work with is "X has the revolutionary capacity to think, feel, and make his own decisions," then this is what you produce.

Kitamura's original backstory for Mega Man is, to me, much more melancholic and interesting to explore in comparison:



That "sadness of being a robot", or of being a lone hero, is lost or muddled with X, because now he's not only supposed to be more edgy and relatable, but also the next leap in robotics: thinking, feeling, and independent, which are things you'd think the original Mega Man already had just by how he acted. So how does this make X special? Oh, he can cry and has "more" free will. Alright. Add to that Zero + a society of thinking, feeling Reploids that have the same rights as humans, and he's not so alone anymore either.

As an aside, it's kinda like comparing Kid Goku with Kid Gohan, now that I think about it.

So anyways, it's a completely different story, but they never seemed to go anywhere with his capacity for emotion, specifically his capacity for "worrying" that was supposed to make him stand out from the rest. Inafune tried to start rectifying this with MHX / Day of Sigma, which was a decent effort, but even if he did get to make MHX2-5, I don't think he could've come up with a satisfying answer to that. I'd rather just go back to the drawing board and rethink a little what makes X "X", while retconning Mega Man to have that off-switch.

What would the "X factor" be, besides armors and upgraded functionality? Does he even need more than that? I thought he was fine when he didn't talk so much and just got stronger. He never really had to make any tough decisions other than "Avoid shooting your partner or superior". Things got interesting with X4, but the whole overarching "X and Zero must fight" story that culminated in X5 always seemed strangely communicated to me. It's the sort of thing that, when I first played X3 and got to that line in the ending where it spells out, "X must kill Zero," I was baffled. Why? Of course we find out why in X4, but I imagine this is partly why people think the story in Mega Man (X) is a mess. Inafune just seemed to want to rush that shit to the finish, which was unfortunate.
The one issue I would have with an X anime series is that Sigma would be the big bad of every arc except X6, X8, and command mission (and in the former two he still has a role in the plot though his role in X6 can easily be cut out).

On the flip side, the advantage of doing an animated series now is that you can introduce characters and concepts a lot earlier than they appeared in the series allowing for better build up. The Castlevania series did this pretty well with Hector and Isaac. So for instance instead of appearing out of the blue like in x6 the support team from X5 could be introduced more naturally. You could also show the rise of Repliforce from X4 and the beginning of their tensions with the Maverick Hunters. If you’re really ambitious you could also add some foreshadowing for the Zero series
 
English: https://www.rockman-corner.com/2015/05/regarding-mega-man-legends-and-property.html

Rockman Corner said:
Indeed, voice acting and related audio can prevent games from PSN distribution, as alluded to in this interview with Svensson in 2011. This might have been the case at one point, but if you couple Svensson's 2010 statement with the eventual release of The Misadventures of Tron Bonne on PSN, it's clearly no longer an issue. Tron Bonne's audio is the same as it was in 2000... which brings us to a rather uncomfortable topic.





Teisel Bonne, or more specifically the character's English voice actor, Rob Smith. Before Tron Bonne's PSN launch, this was a popular theory: "the Legends games can't come to PSN because Rob Smith is a convicted pedophile."

Yes, Rob Smith was jailed in 2008 for the distribution and possession of child pornography. As horrible and shameful as the fact is, it did not inhibit Tron Bonne's digital release. From a contractual standpoint, Smith's performance shouldn't be an issue if/when Mega Man Legends launches on PSN. Every word he uttered will go unchanged.

Cue the Pedo Man jokes.

The one issue I would have with an X anime series is that Sigma would be the big bad of every arc except X6, X8, and command mission (and in the former two he still has a role in the plot though his role in X6 can easily be cut out).

On the flip side, the advantage of doing an animated series now is that you can introduce characters and concepts a lot earlier than they appeared in the series allowing for better build up. The Castlevania series did this pretty well with Hector and Isaac. So for instance instead of appearing out of the blue like in x6 the support team from X5 could be introduced more naturally. You could also show the rise of Repliforce from X4 and the beginning of their tensions with the Maverick Hunters. If you’re really ambitious you could also add some foreshadowing for the Zero series

Pretty much. Anything to build out the world of X, which is rich but roughly irrelevant to the plot. As for Sigma, you could do a couple things:

1) Kill him off definitively in the first act with no foreshadowing of a comeback (a la Netflix Castlevania)
2) Foreshadow his comeback, but have him in the background until a crucial endgame point (X5 or X8)

Either one would give more room for groups like the X-Hunters, the Nightmare Police, Repliforce, and whoever else the time to shine, maybe even earlier or out of sequence like you mentioned. You could have Red Alert operating anytime from X2-X6 instead of coming in at X7, you could turn X's departure from the Maverick Hunters into a whole arc where he operates as a lone vigilante while Axl takes the opportunity to impersonate him. Then there's iX and the MegaMission story arcs you could play with. Lots of stuff to play around with.
 
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There is a mega man character in the ruby spears cartoon named dr Pedo (this is also the episode where Proto Man attempts to avenge the confederacy

1) Kill him off definitively in the first act with no foreshadowing of a comeback (a la Netflix Castlevania)
2) Foreshadow his comeback, but have him in the background until a crucial endgame point (X5 or X8)

Either one would give more room for groups like the X-Hunters, the Nightmare Police, Repliforce, and whoever else the time to shine, maybe even earlier or out of sequence like you mentioned. You could have Red Alert operating anytime from X2-X6 instead of coming in at X7, you could turn X's departure from the Maverick Hunters into a whole arc where he operates as a lone vigilante while Axl takes the opportunity to impersonate him. Then there's iX and the MegaMission story arcs you could play with. Lots of stuff to play around with.

I think you could cut Sigma out of the plots for X2, X6, and X7

X3 establishes the sigma virus so it would be kind of difficult to cut him out of that story. It would also be hard to cut him out of X4 since he’s too integral to the plot of that game same with X5. In X8 the big twist is reliant on the fact that you expect Sigma to be the big bad so I feel he would have to stay.

Additionally, you could do an expanded version of Xtreme 2’s plot in between X3 and X4 with Sigma omitted from the story entirely (It could also be used to better flesh out Zero’s relationships with both colonel and Iris to better set up X4)
 
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Just gonna revive the thread for a moment. Was I the only one that had outright inexcusably latency issues when playing the Mega Man Legacy Collection (on Switch) and the Mega Man X Legacy Collection (on PS4)?
 
Just gonna revive the thread for a moment. Was I the only one that had outright inexcusably latency issues when playing the Mega Man Legacy Collection (on Switch) and the Mega Man X Legacy Collection (on PS4)?
That was actually big news back when the X Legacy Collection came out, though everyone forgot about it after a week, and I saw next to nothing regarding Classic Legacy Collection. This video made the rounds when people started complaining about the SNES games being laggy.


I think the most embarrassing thing to come out of this was that people found out the old Mega Man X Collection was found to have less lag than the current release.
 
That was actually big news back when the X Legacy Collection came out, though everyone forgot about it after a week, and I saw next to nothing regarding Classic Legacy Collection. This video made the rounds when people started complaining about the SNES games being laggy.

https://youtube.com/watch?v=EvZkty_FQHA
I think the most embarrassing thing to come out of this was that people found out the old Mega Man X Collection was found to have less lag than the current release.
How are those old PS2 collections anyway? They gotta be better than this release. I can’t even play the legacy collections without the rewind function (something I never had problems with on emulation) because the input lag is that debilitating.
 
Man seeing this thread revived just reminded me that Mega Man is fucking dead :(
 
How are those old PS2 collections anyway? They gotta be better than this release. I can’t even play the legacy collections without the rewind function (something I never had problems with on emulation) because the input lag is that debilitating.
I only have the X Collection, but it was pretty good from what I remember. I recall seeing that they were only slightly laggier than the original versions, but not by a terrible amount and it's largely due to the limitations of emulation. The audio's not great though; X4 in particular had this awful problem where the music would get stuck like a broken record for a few seconds, and it was constant. I later got a copy of the original release and never ran into that problem. Weirdly, the other PS1 games didn't have that issue so I don't know what went wrong with X4. One thing I do like that the old collection does is that it allows for three save slots for the SNES games instead of the single one the new one does.

I took a cursory look at eBay and I found copies of the PS2 release on sale for $10-15, which is honestly a really good price considering how much you're getting out of it.
 
I bought the Gamecube collection back in the day only to realize they switched the jump and shoot buttons (as the GC controller had a "main" action button and a side button) and you couldn't remap them. It was honestly a nice challenge but eventually when the PS2 collection came out I snatched it up immediately.
 
I had the PS2 version back in the day. I heard in advance about the GC control issue, even though I had that GBA controller for GBA games.
I don't recall any particular issue about the PS2 outside of the slight mushy-ness of the PS2 analog buttons on a binary game.
I recall it being a nice enough pile of games. iirc it's one of the few ports of the arcade games.
I _think_ but I'm not sure that it's based on the NES copies so Megaman 2 still has the options of "too easy" and "too hard" but not the Rockman 2 style.
 
If you want to see something fun with Mega Man 2, there's something you can do if you have the Switch version of the classic Legacy Collection. If you equip the metal blades, hold down both the left and right directional buttons and then fire. The metal blade will just hang there in air, motionless. The game clearly doesn't know what to do with the inputs since they're physically impossible on an NES controller. It's not like other games where it will only register the last actual input, Mega Man 2 seems to account for both of them at once, hence the metal blade floating at a standstill.

There's no real practical use for it, I just think it's neat.
 
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