mntorankusuI'm not sure how to use this thing....Registered Userregular
edited December 2011
But here's the problem with that. Resident Evil Revelations is the first game coming out that was originally a "system seller" for me. It's one of the major reasons I bought my 3DS.
So if I don't buy it, it's sort of like being burgled out of the hundreds of dollars I spent on the system.
Edit: Plus I've got it preordered too, with the price locked in for $10 less than MSRP. It might be a while before I could even buy it used, at that price.
It is sad though that it was literally the only MM project since 10 that didn't make me cringe in some way. MM U looked TERRIBLE. MM X iOS is horrific.
I have a hard time rationalizing a personal boycott for the same reason I have a hard time rationalizing voting. The world has changed such that the individual really doesn't matter that much.
If I cared enough about an issue that I thought some action was required, I wouldn't turn to inaction, which is probably the easiest thing to do. If I really cared, I'd at least do a passionate write up and submit it to various blogs, or post on visible company message boards, or try to organize an actual large scale boycott.
Yeah, I've got principles. I don't support things I dislike and support things I like. This is reflected by not buying MMX iOS and buying Revelations.
I have a hard time rationalizing a personal boycott for the same reason I have a hard time rationalizing voting. The world has changed such that the individual really doesn't matter that much.
Th... that's why you raise awareness on the issue and convince others to do the same, Sporky.
I have a hard time rationalizing a personal boycott for the same reason I have a hard time rationalizing voting. The world has changed such that the individual really doesn't matter that much.
Th... that's why you raise awareness on the issue and convince others to do the same, Sporky.
This is why I said in the next paragraph that if I did care I would try to actually organize a real boycott.
I've just seen too many posts across the internet saying "aw I'm trying to boycott x company but they're making it tough" and generally that's all you hear about it. It's easy to assume these people are just doing their own little personal boycotts and not making any difference whatsoever. I'd be glad to be proven wrong, though.
If there was a Capcom HQ in my hometown I'd go there and do stuff. But there isn't, so I do the next best thing.....promise that I won't buy any Capcom games till they resurrect Megaman.
There are enough other games to play that I'm ok with the personal victory that comes with boycotting Capcom. They don't need my money, and I don't need their products. It's not my place to try and change them; they have every right to run their company into the ground without my interference.
And if they don't fail, and continue to be successful with half-assed remakes and sequels, well, good for them. I'll always have the memories of the good times, before they started wasting all their energy on coke and auto-fellatio.
I have a hard time rationalizing a personal boycott for the same reason I have a hard time rationalizing voting. The world has changed such that the individual really doesn't matter that much.
Th... that's why you raise awareness on the issue and convince others to do the same, Sporky.
This is why I said in the next paragraph that if I did care I would try to actually organize a real boycott.
I've just seen too many posts across the internet saying "aw I'm trying to boycott x company but they're making it tough" and generally that's all you hear about it. It's easy to assume these people are just doing their own little personal boycotts and not making any difference whatsoever. I'd be glad to be proven wrong, though.
I've always thought that the people who seriously gave a damn what companies like Capcom and Nintendo were up to should buy into the companies themselves. Put their money where their mouth is, gobble up a few shares and go to shareholder meetings and voice their concern over whatever they think is wrong. Any boycott organised by any given fan movement is probably never going to be big enough to have that much of an impact, but if gamers would just put a few of their own people "inside the system", then god knows maybe they could have the ability to change shit up for real. I don't think I've ever heard of a single company changing their plans over a vocal minority boycott of their product, but I do know that companies are forced to listen to whatever concerns their investors might have. They have to do that kind of crap all the damn time.
Not to mention just how much more pleasant the shareholder meetings must be if everyone in the room are concerned gamers who can act like adults instead of the regular blend of profit hawks and clueless middle-aged men.
But then again, I don't really know how international companies work or respond to investor criticism that well anyway, so I guess my opinion on the matter is a bit clouded by how I imagine it would work.
In regards to MML3 being a system seller - I don't think it would've moved that many extra units, I'd give an estimate of about a total 0.5 - 1 million units sold worldwide at best. However, it seems like it would've been a quality title that would've captured the eyes of some of the "Playstation gamers" that never really owned a Nintendo console/handheld before but were willing to give the 3DS a shot simply because of MML3. Now, the fact that these gamers might never look towards the 3DS ever again is a bit of a loss for Nintendo, and the MML3 Demo probably would've done well to build some hype for the game had it been released during those summer months when the 3DS didn't have all that much going for it.
Alright and in this next scene all the animals have AIDS.
Was the game engine as choppy as the demo video of the highway stage? Because if yes, why would you claim the engine was 'fine'? Let alone with the screen transitions instead of continuous scroll?
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HenroidMexican kicked from Immigration ThreadCentrism is Racism :3Registered Userregular
Okay, I read the actual review. It sounds like people who never played it won't have much to complain about, but anyone who experienced the game before is going to have the same "what the fuck" reaction we all did. Stages being affected by beating others being removed is really sad, because that was some top-notch shit for its era.
Flame Mammoth was a lot easier to face too once you got his stage to cool down.
Alright and in this next scene all the animals have AIDS.
I got a little excited when I saw your ship.
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Niceguyeddie616All you feed me is PUFFINS!I need NOURISHMENT!Registered Userregular
I know it's already been said about many times over but,
Wow. This "port" of Mega Man X is shit. No way around it. I honestly don't even see casuals enjoying this game, because the thumb controls will cover up most of the screen, that's probably why damage in that game is lessened, because they couldn't compensate for that.
Also there's no reason to get side scrolling wrong in 2011. None. Like, at all. They're working on a phone that has a DUAL CORE PROCESSOR, I think the SNES only had about 32 mb of ram (feel free to correct me on that though). Iphone version doesn't even let you go back within stages.
There's nothing redeemable about this port. It's just lazy, plain and simple.
Old SNES games (and older games in general) can actually be pretty hard sometimes for modern general purpose media processors to emulate 100% faithfully. Though, You'd expect the iPhone to have enough juice to just emulate stuff by brute force anyway. Shit, it runs Chrono Trigger these days, so why not the original Megaman X... The original would've almost given them enough room for an onscreen D-pad to boot.
Alright and in this next scene all the animals have AIDS.
As platformers go, I think it runs better than most I've played on iPhone. But, that's more an issue of the hardware than anything else; it still falls pretty well short of the original, but is still playable, which is a good point.
One of its biggest problems is that it's... well, Mega Man X. As in, the Mega Man X, and it clearly can't handle being that. Had they used this to make a new game, like a side-story or something and created stages built around the limitations (such as the awkwardness of dashing wall-jumps), rather than faithfully adapting the layouts of the original stages (with occasional tweaks for shortcomings, such as no cause-effect changes), it would probably be seen as an overall better game than what we have.
Of course, you still see stuff like Sonic CD coming out (I don't think its control pad is as good as MMX's, personally), and MMX still seems way behind, and so would anything else built on this, most likely, but at least it would be more playable and maybe even a bit more fun.
Like Mega Man Legends? Then check out my story, Legends of the Halcyon Era - An Adventure in the World of Mega Man Legends on TMMN and AO3!
See, I hate iPhone games primarily because they all control terribly unless they're designed specifically for the phone (Angry Birds, Cut the Rope, etc.) but this Mega Man X remake just seems to be terrible on top of controlling terribly.
Maverick Hunter X is $4.99 this week on PSN, so if you've got a PSP, just grab that instead.
Terrible sound effects, bad level layouts and many more problems await anyone brave enough to buy MM 2 when it comes out on VC. It's shockingly bad compared to the rest of the portable series.
Yeah, this port's pretty damn baffling considering plenty of other games from other systems (here I'm thinking the Sonic games and Scribblenauts) survived the transition just fine.
I mean, the port of Sonic 2 allows you to go through the entire large level without reloading. But you have to reload multiple times in the first MMX stage? Which isn't exactly big by any stretch? What the hell?
High res graphics? That are so high res they can't even include a full screen's worth and have to cut out a bunch of other graphics?
I gotta say, it really does seem like a first year programming student's method of making a platformer: instead of efficiently storing a chunk of green road, chunk of green road with lights, chunk of sky, lamp post, etc. and then tiling them as needed, they just fill up the VRAM with entire background screenshots. And then have to clear them one at a time and load in the next one.
That's exactly what happened. They didn't build a tile mapper, they're just blitting the entire background at once. Saying this is like a first year programming student's method is an insult to first year programmers. When I was 8 years old, I made a shmup in C, my first game ever. I wrote the thing on a machine which had like 16 mb of ram. I drew these huge bitmaps for the backgrounds and quickly ran out of space, and realized I either had to chop the levels up into screens which could only scroll slightly, or rethink my method.
At 8 fucking years old, I realized that screen transitions in such a game are unacceptable. And I developed a tile engine to circumvent this. If an 8 year old can realize such limitations and problems, a first year programming student could as well. This doesn't stink of ignorance, it stinks of incredibly cheap development. Blitting an entire background chunks at a time is quick and dirty.
That's precisely why the levels in MMX are static in this "port." I.e. flame mammoth's stage never freezes, Spark Mandrill's stage never fucks up, etc. Because it'd likely double the file size to do so. Since a good 75% of the game's file size is devoted to huge, uncompressed bitmap backgrounds.
EDIT: As to why there is no layer overlap on this version of MMX? Just an educated guess, but likely related to vram as well, in this case they're running out of memory to blit objects ontop of each other with. There is no overlapping of any objects in this game at all; forget multiple bitplanes, they're struggling to get sprites to blit over each other. I dunno how it goes on iOS, but I remember back when I was writing apps using SDL back in like 98, when running out of ram was a real problem, that if I tried to blit multiple objects over each other without enough space in the frame buffer, that the objects would simply stop drawing. I would wager that's the exact reason there's no foreground objects in this game.
Old SNES games (and older games in general) can actually be pretty hard sometimes for modern general purpose media processors to emulate 100% faithfully. Though, You'd expect the iPhone to have enough juice to just emulate stuff by brute force anyway. Shit, it runs Chrono Trigger these days, so why not the original Megaman X... The original would've almost given them enough room for an onscreen D-pad to boot.
If you're trying to straight up emulate the system, with 1:1 precision, then yes. Even today, you need an extremely powerful computer to emulate, say, the NES with exact precision. Most emulators people play today are not accurate, they're simply "close enough" and usually have several game-specific hacks to get compatibility high.
That said, writing an engine with the exact same functionality of an SNES, retrofitted to a modern console IS possible, and it brings requirements way down. That's what Sonic CD is. It's not emulated.
It takes time. You could absolutely rebuild MMX to be 1:1 with the SNES game and have it running on pathetic hardware. Case in point: The PC port of MMX.
Terrible sound effects, bad level layouts and many more problems await anyone brave enough to buy MM 2 when it comes out on VC. It's shockingly bad compared to the rest of the portable series.
I thought you were talking about the nes mm2. Was gonna have you burnedfor herrasy.
Old SNES games (and older games in general) can actually be pretty hard sometimes for modern general purpose media processors to emulate 100% faithfully. Though, You'd expect the iPhone to have enough juice to just emulate stuff by brute force anyway. Shit, it runs Chrono Trigger these days, so why not the original Megaman X... The original would've almost given them enough room for an onscreen D-pad to boot.
If you're trying to straight up emulate the system, with 1:1 precision, then yes. Even today, you need an extremely powerful computer to emulate, say, the NES with exact precision. Most emulators people play today are not accurate, they're simply "close enough" and usually have several game-specific hacks to get compatibility high.
That said, writing an engine with the exact same functionality of an SNES, retrofitted to a modern console IS possible, and it brings requirements way down. That's what Sonic CD is. It's not emulated.
It takes time. You could absolutely rebuild MMX to be 1:1 with the SNES game and have it running on pathetic hardware. Case in point: The PC port of MMX.
Well, admittedly I'm talking about almost some kind of pseudo-mythical enthusiast level emulating here. Stuff people program more like a challenge than anything else.
But yeah, it really is a shame that the iOS version of MMX is such a hastily done hackjob. It certainly does the iOS marketplace no favours.
I can get my fill of iPhone games, and indeed I got my fill a long time ago, from Flash Game sites.
For free.
You are really underselling the current IOS market. There's plenty of good to amazing games that are not flash games on it.
Of course, Capcom is not helping this myth.
There are also a bunch of really well-crafted and amazing Flash Games, but I guess I should lay off the iOS hate for a while. It's got enough great content by now to justify its existence, it's just that I can't shake the feeling that I've played some kind of proto-form of most of it before.
Oh my god I'm a flash game hipster.
Alright and in this next scene all the animals have AIDS.
Figured I should change the thread title, so as to avoid risking confusion. Unfortunately, well, that's the best I've got. That, or some poor snark about how the brand new MMX release doesn't live up to the one from nearly 20 years ago...
And I forget where I read it, but I did like the comment someone made that "Mega Man Legends 3 wasn't meeting Capcom's quality standards, but this did?" I guess it's different for mobile...
In a way, it reminds me of this, though not quite as bad:
TSR: The PC MMX port was not without its issues. The big one: Framerate. Complete and utter shit. Even on modern systems. I think it's capped at some ridiculous 15F/S. Also, no Ride Armor. When I first played the SNES version I was all "WHAT IN THE FLYING FUCK IS THIS DOING IN MY MEGA MAN X"
Imagine my surprise.
Also, Sting Chameleon's bossfight was basically gutted. I don't remember him cloaking at all.
But it was a fairly competent port, especially for those days.
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So if I don't buy it, it's sort of like being burgled out of the hundreds of dollars I spent on the system.
Edit: Plus I've got it preordered too, with the price locked in for $10 less than MSRP. It might be a while before I could even buy it used, at that price.
Megaman Legends 3DS.
;(
Not anymore! Heyoooooo!
If I cared enough about an issue that I thought some action was required, I wouldn't turn to inaction, which is probably the easiest thing to do. If I really cared, I'd at least do a passionate write up and submit it to various blogs, or post on visible company message boards, or try to organize an actual large scale boycott.
Yeah, I've got principles. I don't support things I dislike and support things I like. This is reflected by not buying MMX iOS and buying Revelations.
Th... that's why you raise awareness on the issue and convince others to do the same, Sporky.
At least the youtube trailer for the iOS game has a ton of dislikes.
This is why I said in the next paragraph that if I did care I would try to actually organize a real boycott.
I've just seen too many posts across the internet saying "aw I'm trying to boycott x company but they're making it tough" and generally that's all you hear about it. It's easy to assume these people are just doing their own little personal boycotts and not making any difference whatsoever. I'd be glad to be proven wrong, though.
not one other game announced for it, outside maybe super smash bros, would prompt me to buy one.
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And if they don't fail, and continue to be successful with half-assed remakes and sequels, well, good for them. I'll always have the memories of the good times, before they started wasting all their energy on coke and auto-fellatio.
I've always thought that the people who seriously gave a damn what companies like Capcom and Nintendo were up to should buy into the companies themselves. Put their money where their mouth is, gobble up a few shares and go to shareholder meetings and voice their concern over whatever they think is wrong. Any boycott organised by any given fan movement is probably never going to be big enough to have that much of an impact, but if gamers would just put a few of their own people "inside the system", then god knows maybe they could have the ability to change shit up for real. I don't think I've ever heard of a single company changing their plans over a vocal minority boycott of their product, but I do know that companies are forced to listen to whatever concerns their investors might have. They have to do that kind of crap all the damn time.
Not to mention just how much more pleasant the shareholder meetings must be if everyone in the room are concerned gamers who can act like adults instead of the regular blend of profit hawks and clueless middle-aged men.
But then again, I don't really know how international companies work or respond to investor criticism that well anyway, so I guess my opinion on the matter is a bit clouded by how I imagine it would work.
In regards to MML3 being a system seller - I don't think it would've moved that many extra units, I'd give an estimate of about a total 0.5 - 1 million units sold worldwide at best. However, it seems like it would've been a quality title that would've captured the eyes of some of the "Playstation gamers" that never really owned a Nintendo console/handheld before but were willing to give the 3DS a shot simply because of MML3. Now, the fact that these gamers might never look towards the 3DS ever again is a bit of a loss for Nintendo, and the MML3 Demo probably would've done well to build some hype for the game had it been released during those summer months when the 3DS didn't have all that much going for it.
I got a little excited when I saw your ship.
Like Mega Man Legends? Then check out my story, Legends of the Halcyon Era - An Adventure in the World of Mega Man Legends on TMMN and AO3!
Was the game engine as choppy as the demo video of the highway stage? Because if yes, why would you claim the engine was 'fine'? Let alone with the screen transitions instead of continuous scroll?
Ah yes, it did. Like Spark Mandrill's stage lights being screwy.
I got a little excited when I saw your ship.
Wow. This "port" of Mega Man X is shit. No way around it. I honestly don't even see casuals enjoying this game, because the thumb controls will cover up most of the screen, that's probably why damage in that game is lessened, because they couldn't compensate for that.
Also there's no reason to get side scrolling wrong in 2011. None. Like, at all. They're working on a phone that has a DUAL CORE PROCESSOR, I think the SNES only had about 32 mb of ram (feel free to correct me on that though). Iphone version doesn't even let you go back within stages.
There's nothing redeemable about this port. It's just lazy, plain and simple.
Aha, so I stand corrected. Thanks Xeno, you've given Capcom even less of an excuse to fart out that terrible port. :P
I got a little excited when I saw your ship.
One of its biggest problems is that it's... well, Mega Man X. As in, the Mega Man X, and it clearly can't handle being that. Had they used this to make a new game, like a side-story or something and created stages built around the limitations (such as the awkwardness of dashing wall-jumps), rather than faithfully adapting the layouts of the original stages (with occasional tweaks for shortcomings, such as no cause-effect changes), it would probably be seen as an overall better game than what we have.
Of course, you still see stuff like Sonic CD coming out (I don't think its control pad is as good as MMX's, personally), and MMX still seems way behind, and so would anything else built on this, most likely, but at least it would be more playable and maybe even a bit more fun.
Like Mega Man Legends? Then check out my story, Legends of the Halcyon Era - An Adventure in the World of Mega Man Legends on TMMN and AO3!
Maverick Hunter X is $4.99 this week on PSN, so if you've got a PSP, just grab that instead.
Switch: 6200-8149-0919 / Wii U: maximumzero / 3DS: 0860-3352-3335 / eBay Shop
I can get my fill of iPhone games, and indeed I got my fill a long time ago, from Flash Game sites.
For free.
I got a little excited when I saw your ship.
3DS Friend code-2578-3543-8236 | Xbox GT- IceShot22
Mega Man Dr. Wily's Revenge on the 3DS's Virtual Console. Came out a few months ago.
mk, thanks.
3DS Friend code-2578-3543-8236 | Xbox GT- IceShot22
You are really underselling the current IOS market. There's plenty of good to amazing games that are not flash games on it.
Of course, Capcom is not helping this myth.
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Afraid I cannot do that. But I will see some Youtube Video's to understand better what you mean.
That's exactly what happened. They didn't build a tile mapper, they're just blitting the entire background at once. Saying this is like a first year programming student's method is an insult to first year programmers. When I was 8 years old, I made a shmup in C, my first game ever. I wrote the thing on a machine which had like 16 mb of ram. I drew these huge bitmaps for the backgrounds and quickly ran out of space, and realized I either had to chop the levels up into screens which could only scroll slightly, or rethink my method.
At 8 fucking years old, I realized that screen transitions in such a game are unacceptable. And I developed a tile engine to circumvent this. If an 8 year old can realize such limitations and problems, a first year programming student could as well. This doesn't stink of ignorance, it stinks of incredibly cheap development. Blitting an entire background chunks at a time is quick and dirty.
That's precisely why the levels in MMX are static in this "port." I.e. flame mammoth's stage never freezes, Spark Mandrill's stage never fucks up, etc. Because it'd likely double the file size to do so. Since a good 75% of the game's file size is devoted to huge, uncompressed bitmap backgrounds.
EDIT: As to why there is no layer overlap on this version of MMX? Just an educated guess, but likely related to vram as well, in this case they're running out of memory to blit objects ontop of each other with. There is no overlapping of any objects in this game at all; forget multiple bitplanes, they're struggling to get sprites to blit over each other. I dunno how it goes on iOS, but I remember back when I was writing apps using SDL back in like 98, when running out of ram was a real problem, that if I tried to blit multiple objects over each other without enough space in the frame buffer, that the objects would simply stop drawing. I would wager that's the exact reason there's no foreground objects in this game.
If you're trying to straight up emulate the system, with 1:1 precision, then yes. Even today, you need an extremely powerful computer to emulate, say, the NES with exact precision. Most emulators people play today are not accurate, they're simply "close enough" and usually have several game-specific hacks to get compatibility high.
That said, writing an engine with the exact same functionality of an SNES, retrofitted to a modern console IS possible, and it brings requirements way down. That's what Sonic CD is. It's not emulated.
It takes time. You could absolutely rebuild MMX to be 1:1 with the SNES game and have it running on pathetic hardware. Case in point: The PC port of MMX.
I thought you were talking about the nes mm2. Was gonna have you burnedfor herrasy.
Steam ID: Good Life
Well, admittedly I'm talking about almost some kind of pseudo-mythical enthusiast level emulating here. Stuff people program more like a challenge than anything else.
But yeah, it really is a shame that the iOS version of MMX is such a hastily done hackjob. It certainly does the iOS marketplace no favours.
There are also a bunch of really well-crafted and amazing Flash Games, but I guess I should lay off the iOS hate for a while. It's got enough great content by now to justify its existence, it's just that I can't shake the feeling that I've played some kind of proto-form of most of it before.
Oh my god I'm a flash game hipster.
I got a little excited when I saw your ship.
And I forget where I read it, but I did like the comment someone made that "Mega Man Legends 3 wasn't meeting Capcom's quality standards, but this did?" I guess it's different for mobile...
In a way, it reminds me of this, though not quite as bad:
That was the first thing I thought of when I saw the first screen transition. At least they aren't as frequent...
Like Mega Man Legends? Then check out my story, Legends of the Halcyon Era - An Adventure in the World of Mega Man Legends on TMMN and AO3!
Imagine my surprise.
Also, Sting Chameleon's bossfight was basically gutted. I don't remember him cloaking at all.
But it was a fairly competent port, especially for those days.
of course you probably already knew all this.