Why is Mega Man 7 so unpopular? How do you feel about it?
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Why is Mega Man 7 so unpopular? How do you feel about it?
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Is there really any unpopular Mega Man game aside from X4-X6?
All of them are good to great from what I hear.
>Is there really any unpopular Mega Man game
8 gets a lot of shit, for some reason.
OP pic just always seemed like a game nobody did care about, probably because of lack of noticeable new features and the fact that Capcom switched to X subseries which was way cooler.
>X4
>unpopular
Many people's favorite in the whole franchise
>X4
>unpopular
Lurk 15 more years
I dropped it without really giving it a chance due to the bulky sprites and sluggish movement.
Now that I've played and enjoyed most of the GB games, I think I'll give it another go.
MM7 is one of my top 3 for the Classic series, and Shademan is one of the best RM stages they ever made.
- big sprites make levels feel cramped
- the second four Robot Masters are locked until you beat the first four
- Collecting Bolts to trade to Auto adds a grinding element MM didn't need.
- Mega Buster takes too long to start charging
This also
>protracted intro stage
>arguably pointless mid-game stage with cool easter eggs but otherwise serves little purpose
>clunky/useless weapons but this is more of a derivative of everything being too large already
however i liked the "digging for items" as well as bolt collecting in general.
Please make this chart but use actual mathematics of pixel count, instead of sketchy approximations with MM's height. It's a good idea but actual numbers would be better.
NTA, but I made this version just now that's 1:1 pixel size. (NES screen is using NTSC vertical with cropped 8 pixels horizontal on both sides.)
I feel like this was more of a problem in Mega Man 7 than it was in 8. Can you do that one for comparison?
Nice work. Information with regard to 7 (the "problem child" of this topic i.mo) would be great but it's still mega informative.
This doesn't even fit on my monitor at 1x anymore
Accidently sent the unfinished one, fml
Here's the real one with better spacing and text
I notice the reason why the character size hurts Mega Man 7 but not Mega Man X is because the X series did away with screen transitions other than at the boss room. Mega Man 7 still uses the old style so the game often feels cramped.
Thanks for making this, it's quite interesting.
ZX Advent is kind of a special case because a good chunk of the transformations are massive. I think it can easily feel the most claustrophobic of them all.
I think it's just a matter of MM7 designers not caring, or being rushed, or whatever. The level design in MM5GB & Zero is fairly decent despite the crunch. This image
just feels like a way to say that any MM game not on NES is shit.
The developers had only six weeks to make MM7.
If that's true then I'm impressed that the game wasn't even worse kek
There are inconsistencies in your chart. The PSX example pictured here shows gaps in between the sprite. In the NES example, the sprite is flush to each other going vertically, but has gaps horizontally. This repeats for every example you posted here. The ZXA example even has overlap on the vertical side. Call it autistic nitpicking if you must, but if you're going to do this, at least be consistent.
You gotta multiply those percentages by 100.
psx megamans suck. only 4.5 megamen high
nice. now do x1 compared to x4 so we can end this thread once and for all
>sceen
>Please make this chart but use actual mathematics of pixel count, instead of sketchy approximations with MM's height. It's a good idea but actual numbers would be better
Yeah keep in mind, MM8 used 320x240 as its resolution but squashed back to 4:3 like the 8bit and 16bit titles.
320 x 240 is 4:3.
The NES megamen would have actually been stretched out, and wider.
Played it fully back in the day, EVERY thread I see someone b***hing about the difficulty or sprite size "getting in the way of the game", and that's how you weed out moronic zoomers who only parrot shit and don't even try the game like: I never had those issues as a kid, hell, the game was easier than its Nes counterparts, it also had neat hidden stuff and extreme attention to detail which was a wow factor back then, I remember finding everything out on my own on the pre internet days, except the VS mode or the Ghouls and Ghosts music change.
It was also pretty neat how the game had small story cutscenes, introduced the Bass rivalry via small battles, had you beat the shit out of Protoman to get his shield, made you beat a restored Guts man in the musseum intermission, it was great and stood its ground against X at the time
>the game was easier than its Nes counterpart
yea thats why it sucks. youd probabyl be happy if megamn took up the entire screen and you just press b to win
Music is notably worse than nes games. Movement is even clunkier than nes gamers. It looks really good though.
I love the nes games music, but I also love MM7 music
Used to be the worst mainline MM game, but then 8 was released...
like others have said, its too zoomed in, clunky, large sprites, megman take sup too much screen, worse level design. still nowhere near bad as 8 or x4+
Still, 8 has some of the best OST.
Proportional to the Gameboy games. Compare the credits of those titles, and it will all make sense.
Good, the gameboy games were better.
I like how this image leaves out MM&B which is just as crunched (even moreso on the GBA, god) and yet is the most challenging classic game
It was the only Megaman I played as a kid and I loved it.
Because its different
I really like it but frick the wily capsule
I hate how they split the robots into 2 different sets in 7 and 8
Wasn't only 8 that did that?
Both games did it, but there's a special password that allows you to unlock all 8 in 7.
Yeah, but I think it also removes the story segments and the opening/intermission stages, which can be preferred for a more NES-styled run.
I thought that was a hack didnt know it was an option in the game already.
And apparently they removed it from the anniversary collection the c**ts, why would they do this.
The Anniversary Collection messed up all the games so badly.
Aren't 1-6 just the Rockman Complete Works compiled onto a single disc?
Kinda, but lacking a lot of the extra features and poorly translated to boot.
Wow I learned something new today I never knew this. I know on the 6th gen X collection they took the voice acting out of X6 but now it just makes me wonder what other ways the games were altered.
The art style just threw people off a lot. I don't blame the generation jump either; X is a favorite among fans. 7 was just too "cute" looking. That's my opinion anyways, overall I think MegaMan autists love all the games and the only genuinely bad one is X7. The portable games before GBA era are mediocre but eh what do you expect.
&Bass uses a very different system where you unlock branching paths. It was an interesting attempt to cut down on trial and error. The "crystal" level preserves the puzzle-platformer stuff they were trying to do with 7 & 8.
It's heavily based on the gimped Game Boy games, which was fine for the portable but not on a 16-bit console.
Because MM7&8 play objectively worse than the rest of the numbered games. I am doing a whole series run and I played 7, Bass, and 8 in a row. I thought I was burning out on megger mans, because I was not having fun. Then I played X1 and realized, no, Capcom just made bad games, because X1-4 for amazing.
Objectively how?
Those games were the only ones to make MM so gigantic onscreen, because it fricking sucks
They also hyper-rely on sliding, despite not giving it a dedicated button, even though half the controller is essentially unused, especially in MM8. They were obviously inspired by Mega Man X's dash-based gameplay, but I guess wanted to artificially differentiate Classic MM by making the controls shittier? I dunno, they gave Bass a dedicated dash button.
>I thought I was burning out on megger mans, because I was not having fun. Then I played X1 and realized, no, Capcom just made bad games, because X1-4 for amazing.
yissss based megger! this guy rock mans. you'll probably like zero 1-4
MM7 is the best because it has the most interactivity of weapons with the enviroment.
Unskippable intros deter me from replaying games. I don't watch speedruns much, but I'd imagine this game would be particularly annoying after each reset.
I hate emulator fans but this might be the only time I'd advocate save loading to avoid this shit...nah, I still hate all things emulation. Frick games with boring story unskippable cut scenes.
paygay
It feels weirdly like a sequel to the Game Boy games more than the NES ones. It's not bad but it's strange.
I really enjoyed it personally although i like MM8 a bit more. This was possibly the only time in the series that Dr. Wily was actually a challenge.
Was the first MM that i ever play and i loved it. However, compared with previous games i noticed this issues:
>Less enemies in the screen
>Tons of slowdown
>You can buy lives and other items with no restrictions
>Only four stages to choose at the begining
>Unskipable intro
>Game is too easy
>MM6 suppossed to be the end of the saga
Most of this problems were solved in the sequel
as flawed as it is, it still has some cool shit:
>Super adapter
>Getting Protoman's shield
>The Mega Buster finally has recoil when firing it
>Best credits theme in the series.
Much more popular than 8.
Megaman 7 and 8 were back-burner projects while they put all their work into the X series. Even the arcade fighting games for the Classic series just reuse sprites from the SNES game instead of making new ones for the playable characters. It was the same with X7 and X8; they were back-burner projects while Capcom put their time and effort into Battle Network and Zelda games.
That being said, the real reason why 7 is so unpopular is that most people never played it until the Megaman Collection came on on Gamecube/PS2/Xbox, and by that time, we'd all played through the peak of the X series, so it comes off as really janky.
>Why is Mega Man 7 so unpopular?
Primarily because mega Man 7 followed Mega Man X and some expected it to play more in that vein. This was before people understood that each subseries was different.
It was more the timing. Mega Man X3 and Mega Man 7 both came out after Capcom started transitioning away from the SNES and got smaller print runs. Super Street Fighter II sold like ass on SNES and Genesis so all their 16-bit stuff after that was given less attention.
i like it but the music is kinda ehh besides shade man/junk man/credits/wily stage 1
also the bosses get stunlocked really easily but that was in other games too, guess it's just wanting to show the snes's stuff off
great roberts though
7 is miles better than 2 or 3 and if you can't see this you need to take a trip to copeville
It's one of my favourites, the screen crunch never bothered me. In fact I didn't really notice it until I came to this whiny shit hole.
I noticed it back in the day before even going to any "whiny shit holes".
I really liked the game until the final boss, that final boss made me absolutely seethe and hate the game and i am not ashamed to admit to anyone, what a fricking piece of shit, it made me scared of any wily boss fight after him that how much it scarred me.
It's just a late 4th gen game and MM X games were more new and modern.
7 is a great game, played it for the first time recently and enjoyed it a lot. Clever level design with lots of interactivity and secrets. Challenge seems mild at first but it's still fun all the way through and then it has the hardest Wily fight in the series.
People who complain about unskippable intro seem like they're nitpicking a lot.
Also the bigger sprites don't make the game bad per se... I can understand complaining a bit about that, but the level design is still made with the sprite size in mind, it's perfectly playable.
I'd say it's one of my favorite classic MM games.
Do you people know a fan demake of this game exists?
I mean, it's Megaman 7 as a NES game, give it a try.
Yes, the same group did a demake of 8 as well.
>Barkley
Good taste.