MegaMan 9

NES, SNES, N64, Gamecube, Wii
RadarScope1
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Post by RadarScope1 »

Mozgus wrote:I worry the music wont match the standards that 1-6 met. 1-6 put out some of the best music the NES ever offered. No, I'm not talking about quality, I'm talking composition. Capcom hasn't really wowed me with any Megaman music in recent years. Speaking musically, MMZero started strong, but each sequel became more and more generic. Megaman Battle Network was pretty catchy now and then, but immediately fell flat in the countless sequels to come. Megaman Network Transmission was probably the best offering post-2000, but even that game's musical peaks were just remixes of NES tunes, like Pharaoh Man.
What do you think about them getting a chiptunes artist to do the soundtrack -- like what Konami did by getting Virt to compose the music for Contra 4?
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Mozgus
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Post by Mozgus »

RadarScope1 wrote:
Mozgus wrote:I worry the music wont match the standards that 1-6 met. 1-6 put out some of the best music the NES ever offered. No, I'm not talking about quality, I'm talking composition. Capcom hasn't really wowed me with any Megaman music in recent years. Speaking musically, MMZero started strong, but each sequel became more and more generic. Megaman Battle Network was pretty catchy now and then, but immediately fell flat in the countless sequels to come. Megaman Network Transmission was probably the best offering post-2000, but even that game's musical peaks were just remixes of NES tunes, like Pharaoh Man.
What do you think about them getting a chiptunes artist to do the soundtrack -- like what Konami did by getting Virt to compose the music for Contra 4?
That wasn't exactly his best work, now was it?
Gamerforlife
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Post by Gamerforlife »

Wow, people actually liked MM X 6? I thought that was the lowest point in the entire series. The game was clearly a rush job, with SERIOUS gameplay issues in both level design and control. And the reploid saving thing was horribly done. The only thing I liked about it was the new villains

Personally, I rank MM X 4 as the best, with the three S-NES installments following in any order. MM X 5 was pretty good(though the randomness of the story was annoying), MM X 7 and MM X 8 were passable but not particularly good. MM X 6 was mostly crap
Ivo
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Post by Ivo »

From the little I played of the original X series, and from playing the original Megaman 1, 2, I still prefer the Zero series on the GBA (perhaps unlike the other people in the thread).

I guess I fancy the saber tricks a lot, and haven't played Zero in the original X series.

Ivo.
RadarScope1
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Post by RadarScope1 »

Mozgus wrote:That wasn't exactly his best work, now was it?
I wouldn't know. I don't have C4 and only have one Virt album, which is just OK. I was throwing out the general idea of using someone like this instead of having someone at Capcom phone it in because they've done 83 other MM soundtracks in the last few years.
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Mozgus
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Post by Mozgus »

http://www.gamesradar.com/wii/mega-man- ... 5055938021
A lot of music is right out of Mega Man 2. The select screen (which contains more than the game, but we can't talk about that just yet) and power-up screen contain the exact same tunes played in MM2, and we also spotted some enemies taken right out of the archives. The charging Mega Buster introduced in MM4 is missing (at least initially) but Rush is available from the start - as Rush Coil, naturally. Sliding was also MIA, though we did see small tunnels suspiciously similar to those accessed by the slide move.
Wow...First off, I'm displeased that ANY music from 1-6 is being reused. I always gave Capcom a lot of credit in their soundtracks to those 6 games. Not only were each and every one of them fucking GREAT! but also, none of the material was ever used a 2nd time. Ever. Period. I was so impressed by that. It was always a great defense to the argument people often had about how Capcom was milking the series. I never thought so. I figured that as long as each game offered nothing but new stages, bosses, weapons, and music, thats not milking. Super Hyper Street Fighter 2 Turbo Championship Edition Matching Service is milking.

2nd, you cant remove the mega buster and sliding. You just cant. They had better be unlockable functions within the first couple stages, maybe hidden in Dr Light capsules or some shit like MMX. You just cant drop them. I know MM2 had neither, and yes MM2 is great, but it would have been flawless if it had them. (Along with some mechanics that encouraged the use of them, and increased difficulty.)
Ivo
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Post by Ivo »

Mozgus wrote: 2nd, you cant remove the mega buster and sliding. You just cant. They had better be unlockable functions within the first couple stages, maybe hidden in Dr Light capsules or some shit like MMX. You just cant drop them. I know MM2 had neither, and yes MM2 is great, but it would have been flawless if it had them. (Along with some mechanics that encouraged the use of them, and increased difficulty.)
I can't see them removing the charged up shots. Charging up is such an integral part of the whole series and spin-offs etc.
I know there are some people that frown upon it and say that it ruined the series, but I thought it was a small minority?

Ivo.
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jackspicer
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Post by jackspicer »

i know it would never happen but it would be so cool if they made an actual nes cart in honor of the game, or if someone made a homebrew cart that would work in an nes i would buy it
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Whatupdoc?
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Post by Whatupdoc? »

jackspicer wrote:i know it would never happen but it would be so cool if they made an actual nes cart in honor of the game, or if someone made a homebrew cart that would work in an nes i would buy it
If it was actually a rom like mozgus wants you could do it yourself if it was on par with 8 bitness theres a site that allows you to do it quite easily actually That is if you can get ur hands on one a tad pricey tho...
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Pullmyfinger
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Post by Pullmyfinger »

It's not going to be a ROM, why mess with ASM and then emulating if you can just do C?
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