Together Retro: Mega Man X

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dunpeal2064
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Re: Together Retro: Mega Man X

Post by dunpeal2064 »

MrPopo wrote: There's only one weakness that makes absolutely no sense in the game, and it's Launch Octopus's weakness.
If I remember correctly, he kinda has two weaknesses.
The armadillo roll does more damage to him, which doesn't make sense, but Boomer's rang cut off his arms, which thematically makes sense to me. Though it did always bother me that both he and Sting had a weakness to the same weapon.
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ZeroAX
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Re: Together Retro: Mega Man X

Post by ZeroAX »

Xeogred wrote:I mentioned how epic I think the Zero series finale is. Zero is one of my least favorite characters in the franchise (refer to my avatar to know who's 500x cooler), but that didn't stop me from loving the Zero games.
Me, you, outside, NOW.

(and yes my nickname is from THAT Zero :lol: )

I'm thinking of playing this port of the game just for the lolz

https://itunes.apple.com/us/app/mega-ma ... 43097?mt=8
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Exhuminator
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Re: Together Retro: Mega Man X

Post by Exhuminator »

MrPopo wrote:Having just finished X5 as Zero I've now beaten every worthwhile X universe game
I think these are worthwhile too:

http://img.gamefaqs.net/box/9/5/3/11953_front.jpg
http://img.gamefaqs.net/box/7/6/5/13765_front.jpg
Very impressive programming given the platform.

http://img.gamefaqs.net/box/4/7/4/57474_front.jpg

And I know it's not in the X universe, but I had a bit of fun with this:

http://www.romhacking.net/translations/1751/

Worth giving a shot.
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MrPopo
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Re: Together Retro: Mega Man X

Post by MrPopo »

dunpeal2064 wrote:
MrPopo wrote: There's only one weakness that makes absolutely no sense in the game, and it's Launch Octopus's weakness.
If I remember correctly, he kinda has two weaknesses.
The armadillo roll does more damage to him, which doesn't make sense, but Boomer's rang cut off his arms, which thematically makes sense to me. Though it did always bother me that both he and Sting had a weakness to the same weapon.
That's more of a one-time thing to make the fight easier. When you do that it stops him from energy draining you (though I don't know if he will still do his invincible tornado to eat up time and get you with contact damage). You can do the same thing to Flame Mammoth to cut off his trunk and stop him from dropping oil.
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Gunstar Green
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Re: Together Retro: Mega Man X

Post by Gunstar Green »

MrPopo wrote:Having just finished X5 as Zero I've now beaten every worthwhile X universe game (X1-5, Zero 1-4, ZX and ZX Advent). The Zero games are a lot of fun but as mentioned are quite hard, and can be quite punishing in how they dole out abilities.

ZX Advent is interesting in that you not only get the biometals from ZX but you start off with a special biometal that lets you take on the form of defeated bosses. It's an interesting twist on the old formula of getting a weapon from the boss; now you get the boss. A few of them are especially useful for their movement abilities, and they did put in some rather non-humanoid bosses, so a few have a really interesting feel to them.
I really liked ZXA, most people seem to prefer ZX but I thought the sequel was the better game overall. Cooler characters and abilities, better map system, just about everything about it.

I'm a big fan of the Zero games. In my opinion it's the most consistent Mega Man series, as in there's no serious drops in quality or absolute stinkers.
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Re: Together Retro: Mega Man X

Post by pierrot »

Only beaten this game emulated, and the PSP remake. Decided to pop in the SFC version last night. got all the armor upgrades, three of four sub tanks, and all but one heart tank.

Went in order:
-Icy Penguigo
-Storm Eagleed
-Burnin’ Noumander
-Boomer Kuwanger
-Spark Mandriller
-Sting Chameleao
Remaining:
-Launch Octopuld
-Armored Armarge

Love those Maverick names.
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MrPopo
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Re: Together Retro: Mega Man X

Post by MrPopo »

Yeah, the X series really had fun with the names of the bosses, rather than the Descriptorman pattern of the Classic series. Then they went off the rails a bit with X5 since the localization team were apparently big GnR fans.
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Ack
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Re: Together Retro: Mega Man X

Post by Ack »

MrPopo wrote:Yeah, the X series really had fun with the names of the bosses, rather than the Descriptorman pattern of the Classic series. Then they went off the rails a bit with X5 since the localization team were apparently big GnR fans.
Was anyone ever really intimidated by the likes of Duff McWhalen?

Personally, I always preferred Descriptorman, even when it got stupid. Except for Clown Man. I hate that guy.
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Gunstar Green
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Re: Together Retro: Mega Man X

Post by Gunstar Green »

All of X5's mavericks are jokes, and I don't mean their names. Even leveled up they all easily get locked into a pattern and go down without a fight.

That said I kind of like X5 as it was originally intended to be the finale of the series and in my head-canon it still is. The only thing I hated was the random nature of how it decided whether you got the good or bad ending as you could legitimately do everything right and still get the bad ending. Granted the odds were low but that's not something that should be left up to random chance.

X5 also had the Falcon Armor which might just be my favorite Mega Man X armor.
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Re: Together Retro: Mega Man X

Post by Exhuminator »

Gunstar Green wrote:That said I kind of like X5 as it was originally intended to be the finale of the series and in my head-canon it still is.
I call it off past X4 as anything "official", considering Inafune wasn't involved with X5 or X6. He was the soul of the series IMO. (Although Inafune did return to produce the entire Zero series and the ZX series and you can tell.)
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