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.
of course you probably already knew all this.
The lack of vehicals, or rather the fact that vehicals were in MMX1 (because I didn't play the SNES version until years after I'd beaten the PC version) shocked the shit out of me.
I don't know where you're coming from with the 15 FPS comment, though - I never had any frame rate problems back in the day. I played several games which DID have terrible framerates, and MMX wasn't one of them. Granted, I haven't tried to play the PC port in decades now, so I dunno if it runs well on a modern PC, but back in the day it (and SSF2T) ran smooth as butter on my PC. Plus, my copy of MMX was packaged with this sick 6-button controller that was shaped like a genesis pad. This was during the era when the 4-button gravis gamepad was THE PC controller, and that was the first 6-button pad for the PC I ever saw. I bought the game specifically for that pad, no lie.
Cut content aside, however, I think my original point stands - they were able to recreate, visually at least, the abilities of the SNES on a much, much weaker computer (compared to the iphone) simply because it wasn't emulation.
Also, as for the comment above about SMB Special - that's different. SMB Special plays the way it does (with regards to screen transitions) because of hardware limitations. The PC-88 couldn't scroll playfields, at least not without significant software tricks (and often at 8 pixel incriments, sort of like the ZX Spectrum). Megaman X on the iphone isn't the way it is due to hardware limitations, it's the way it is due to terrible coding.
I think your odd framerates was an isolated incident for you, because this guy is getting the same framerate as the SNES version.
Man hearing that midi music again brings back memories. That is what MMX sounds like in my memories, the SNES version always sounds odd to me.
EDIT: Also, I spent so, so, SO much time trying to get the Hadouken in the PC version. Turns out it's not in that port, but that didn't stop me from spending hours and hours trying to unlock it. That damned capsule never would show up, despite the ledge being there.
I would sometimes lose a life on purpose to have full health by the end when I was younger. Plus, the first few times you go through the stage you may not have 9 of them.
... This video kinda baffles me. Like, at some points I get what it's pointing out in the PC version as being strange, but I don't see what the big deal is.
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Building up lives is one of the bigger downsides to the iOS version; enemies don't respawn, for the most part (enemies which come from offscreen or a generator do), and so you can only kill the Batton once per trip/life in Armored Armadillo's stage.
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I really oughta get the MMZ Collection for my DS and look into the ZX games, I've played some of the Zero games and they're gnarly as fuck. The collection oughta do me fine as a stand-in wall to bang my head against, and the ZX games just look neat.
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Alright and in this next scene all the animals have AIDS.
I really oughta get the MMZ Collection for my DS and look into the ZX games, I've played some of the Zero games and they're gnarly as fuck. The collection oughta do me fine as a stand-in to bang my head against, and the ZX games just look neat.
Dude, MMZ collection exists, it contains all four games
I really oughta get the MMZ Collection for my DS and look into the ZX games, I've played some of the Zero games and they're gnarly as fuck. The collection oughta do me fine as a stand-in to bang my head against, and the ZX games just look neat.
Dude, MMZ collection exists, it contains all four games
I know man, and I've been looking all over for it. I really regret not picking it up when I had the chance a few months ago!
Alright and in this next scene all the animals have AIDS.
I bought ZX 1 and 2. The first seems really interesting...except I think I can only go one direction, do one mission at the time. And the boss completely annihilates me. And makes me trek all the way through the level to get back to him. So I think I'm doing something wrong...
I never finished ZX, but I didn't care for it that much; like Battle Network before it, it's marred by it's Anime-like need to put children in the role of the hero. I don't want a little kid dressing up as Megaman. :P
The Zero series was much better. Also, you're a bad ass fightin' robot. Which was kind of the point of the Mega Man X storyline, as it's all about the rise of powerful robots, and what it means for artificial intelligences who choose to harm or protect humans. To think that the X storyline finds it's ultimate destination in ZX... ugh.
*edit* Now I need to go listen to the Protomen to scrub the bad Megamans from my brain and replace them with awesome power-rock opera Megamans.
The Zero series was much better. Also, you're a bad ass fightin' robot. Which was kind of the point of the Mega Man X storyline, as it's all about the rise of powerful robots, and what it means for artificial intelligences who choose to harm or protect humans. To think that the X storyline finds it's ultimate destination in ZX... ugh.
Oh come on, ZX wasn't bad. It might not have been as good as the Zero series or the first few X games, but it had charm and some neat gameplay innovations (and was far more enjoyable, IMO, than a good chunk of the X series).
I don't know if anyone here is knowledgeable enough about the storyline behind the games to answer this question, but were the reploids restricted to human-like forms and physical abilities by ZX? In the Mega Man X series all the reploids looked either like animals or like humanoids with body structures similar to X, and many of them wished to become independent from their human creators. By the Zero series, nearly all the reploids (except for those used as enforcers by Neo Arcadia) have the appearance and fragility of humans (although they are still ageless). The situation is much the same in ZX, with the exception that reploids are marked with an upside-down red triangle on their forehead, have a set lifespan that determines when they deactivate, and all the non-humanoid reploids seem to be outlaws.
In the end, it appears that for the reploids to gain the same rights as humans they had to become indistinguishable from humans. Coupled with the fact that the world has recovered, yet still bears some of the scars, from a close brush with total apocalypse makes the setting of the ZX series intensely interesting to me. If the developers would actually bring these aspects of the series to the foreground I would gladly welcome a third ZX game.
From what I remember, it was simply described as Reploids being given the limited life spans of humans, while humans got the more powerful bodies of Reploids, or something to that effect.
Prior to that, I don't remember anything specifically addressing that.
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The theme is that the "Sentients of this planet" equalized and hybridized untill you got to a neutral point. With the cyborg civilization being in a state of perpetual, blindly hateful war with the pure robot faction.
Still pissed off there's no Mega Man Legends 3. I at least thought that Mega Man Universe would help soften the blow, but nope. Canceled too. Most likely the Mega Man Online game won't make it over here either. I mean, if they won't bring freaking Dragon Ball Online over, they won't bring anything.
I prefer Mega Man ZX to Mega Man ZX Advent. The latter does have a better map system, true, and it has two more diverse storylines than the two characters of ZX, but I find it altogether a more grating experience.
They added a neat twist in that you can adopt the forms of defeated enemies, but the problem is that you probably won't want to stay in the form of the majority of them for any longer than you have to. But unfortunately, you have to quite a bit, as several are essential to proceed.
Know how some people complain that the only purpose for some items in Zelda is to get you past a certain point? That's basically what these forms feel like. They tend to be large and unwieldy, with awkward and imprecise movements.
And, at the end... well, know how everyone curses Wily's disappearing blocks? Well, they've managed to make something even worse.
After an hour or so of trying to get past that part near the end, and eventually losing all my lives (there is a place where you can get another, but as I recall, it's not a sure-thing), I took the game out of my DS and just hurled it as far away from me as I could. I was tempted to restart on Easy, since I hear that last part was less problematic in that mode, but the fact is, I've yet to summon the will to go through the rest of the game again.
I am much more inclined to replay ZX, though that's not perfect, either. Mainly in that the last time I tried, I kept remembering where I needed to go, but those places were frequently blocked off to me because I didn't have the right key or speak to the right person. It's a little grating in that respect, but not as much as ZX Advent was.
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And, at the end... well, know how everyone curses Wily's disappearing blocks? Well, they've managed to make something even worse.
After an hour or so of trying to get past that part near the end, and eventually losing all my lives (there is a place where you can get another, but as I recall, it's not a sure-thing), I took the game out of my DS and just hurled it as far away from me as I could.
I played through the entire game on Normal and have no idea what part you are talking about.
Those damn blocks you have to shoot which regenerate and kill you if you're standing too close. And some of which have spikes, if I recall correctly...
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Give them until December 17th. If we haven't heard anything by then, perhaps the doomsaying will be warranted.
They did cancel two big projects early in development, so that probably left them with their pants down, so to speak. And I doubt whatever else comes, which would likely still be pretty early in development, is going to be shown off so early again after last time.
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oh that part of ZXA. You have to use one of the charge moves on one of the other forms to go through it more easily. However, I really liked that block challenge, and it really isn't that bad. If you still have the game, go to youtube to see some great ways to deal with it.
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The lack of vehicals, or rather the fact that vehicals were in MMX1 (because I didn't play the SNES version until years after I'd beaten the PC version) shocked the shit out of me.
I don't know where you're coming from with the 15 FPS comment, though - I never had any frame rate problems back in the day. I played several games which DID have terrible framerates, and MMX wasn't one of them. Granted, I haven't tried to play the PC port in decades now, so I dunno if it runs well on a modern PC, but back in the day it (and SSF2T) ran smooth as butter on my PC. Plus, my copy of MMX was packaged with this sick 6-button controller that was shaped like a genesis pad. This was during the era when the 4-button gravis gamepad was THE PC controller, and that was the first 6-button pad for the PC I ever saw. I bought the game specifically for that pad, no lie.
Cut content aside, however, I think my original point stands - they were able to recreate, visually at least, the abilities of the SNES on a much, much weaker computer (compared to the iphone) simply because it wasn't emulation.
Also, as for the comment above about SMB Special - that's different. SMB Special plays the way it does (with regards to screen transitions) because of hardware limitations. The PC-88 couldn't scroll playfields, at least not without significant software tricks (and often at 8 pixel incriments, sort of like the ZX Spectrum). Megaman X on the iphone isn't the way it is due to hardware limitations, it's the way it is due to terrible coding.
EDIT:
I think your odd framerates was an isolated incident for you, because this guy is getting the same framerate as the SNES version.
Man hearing that midi music again brings back memories. That is what MMX sounds like in my memories, the SNES version always sounds odd to me.
EDIT: Also, I spent so, so, SO much time trying to get the Hadouken in the PC version. Turns out it's not in that port, but that didn't stop me from spending hours and hours trying to unlock it. That damned capsule never would show up, despite the ledge being there.
But then I discovered I could use tanks to refill my energy.
... This video kinda baffles me. Like, at some points I get what it's pointing out in the PC version as being strange, but I don't see what the big deal is.
So was I.
Wait, I still am. That's why I use tanks nowadays.
Though I might have tried it once or twice, or maybe when I didn't have energy in the tanks and I was hit by one of those annoying birds.
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Still as amazing as always, and my kids were in awe of my leet skillz.
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I got a little excited when I saw your ship.
Dude, MMZ collection exists, it contains all four games
I know man, and I've been looking all over for it. I really regret not picking it up when I had the chance a few months ago!
I got a little excited when I saw your ship.
The Zero series was much better. Also, you're a bad ass fightin' robot. Which was kind of the point of the Mega Man X storyline, as it's all about the rise of powerful robots, and what it means for artificial intelligences who choose to harm or protect humans. To think that the X storyline finds it's ultimate destination in ZX... ugh.
*edit* Now I need to go listen to the Protomen to scrub the bad Megamans from my brain and replace them with awesome power-rock opera Megamans.
Hope Rides Alone.
Oh come on, ZX wasn't bad. It might not have been as good as the Zero series or the first few X games, but it had charm and some neat gameplay innovations (and was far more enjoyable, IMO, than a good chunk of the X series).
I don't know if anyone here is knowledgeable enough about the storyline behind the games to answer this question, but were the reploids restricted to human-like forms and physical abilities by ZX? In the Mega Man X series all the reploids looked either like animals or like humanoids with body structures similar to X, and many of them wished to become independent from their human creators. By the Zero series, nearly all the reploids (except for those used as enforcers by Neo Arcadia) have the appearance and fragility of humans (although they are still ageless). The situation is much the same in ZX, with the exception that reploids are marked with an upside-down red triangle on their forehead, have a set lifespan that determines when they deactivate, and all the non-humanoid reploids seem to be outlaws.
In the end, it appears that for the reploids to gain the same rights as humans they had to become indistinguishable from humans. Coupled with the fact that the world has recovered, yet still bears some of the scars, from a close brush with total apocalypse makes the setting of the ZX series intensely interesting to me. If the developers would actually bring these aspects of the series to the foreground I would gladly welcome a third ZX game.
Prior to that, I don't remember anything specifically addressing that.
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Curious myself as well, actually. I bought ZX near its release and it seemed like a decent continuation of Zero's gameplay style and mechanics.
Man, just typing out that post makes me want to go snatch up the Megaman Zero Collection.
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In my opinion at least, ZXA was better than ZX. If only for the better map system.
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They added a neat twist in that you can adopt the forms of defeated enemies, but the problem is that you probably won't want to stay in the form of the majority of them for any longer than you have to. But unfortunately, you have to quite a bit, as several are essential to proceed.
Know how some people complain that the only purpose for some items in Zelda is to get you past a certain point? That's basically what these forms feel like. They tend to be large and unwieldy, with awkward and imprecise movements.
And, at the end... well, know how everyone curses Wily's disappearing blocks? Well, they've managed to make something even worse.
After an hour or so of trying to get past that part near the end, and eventually losing all my lives (there is a place where you can get another, but as I recall, it's not a sure-thing), I took the game out of my DS and just hurled it as far away from me as I could. I was tempted to restart on Easy, since I hear that last part was less problematic in that mode, but the fact is, I've yet to summon the will to go through the rest of the game again.
I am much more inclined to replay ZX, though that's not perfect, either. Mainly in that the last time I tried, I kept remembering where I needed to go, but those places were frequently blocked off to me because I didn't have the right key or speak to the right person. It's a little grating in that respect, but not as much as ZX Advent was.
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I played through the entire game on Normal and have no idea what part you are talking about.
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They did cancel two big projects early in development, so that probably left them with their pants down, so to speak. And I doubt whatever else comes, which would likely still be pretty early in development, is going to be shown off so early again after last time.
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