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Mega Man V Discussion (Nintendo Game Boy) [game]
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10/23/14, 22:37 Edited: 10/23/14, 22:39
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Oh yeah, I loved this game! Probably my favorite Mega Man game overall. It's a tie between this one and Mega Man IV. I can never fully decide which one I like better. But this game had so much cool stuff. Great bosses, fantastic music, a new main weapon for Mega Man himself...there was even a decent amount of variety thanks to the SHMUP stage thrown in there (because hey, why not). Secrets galore, multiple paths through some of the stages, and one of the more legitimately surprising final boss fights in the entire series. Top it off with hands-down the best presentation the 8-bit series ever had, and we've got a bona-fide classic, literally right in the palm of our hands. Just phenomenal. I wish the NES games took these kind of risks and creativity, but sadly that never happened. Still, hard to argue with the tried-and-true formula. Just wish Capcom branched out more on the console. It really felt like they gave their portable team far more freedom. Oh well. Mega Man V, w00t! Congrats on beating it! Such a good game... |
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@TriforceBunPersonally, I felt that the Gameboy games were not *just* remixes, but refinements over the original NES ideas. They were able to take a second pass at gameplay designs and themes. The bosses and music were the same (for the most part - except for the fifth one, of course) but the stages, challenges, secrets and more were quite different. Often times for the better, IMHO. Mixing the bosses from two different games gave robot masters different weaknesses, and Mega Man himself got new tools, weapons, abilities and animal buddies to help him through the adventures. The pacing was always different too; not just compared to the NES games, (which became painfully predictable by the fourth game) but from each other, too. Each new game in the Gameboy line got progressively longer with more stages, mid-stages, mid-bosses and story. It was clear Capcom was making an effort with the portable titles, while the NES ones felt (to me) often too derivative of each other and were made simply "good enough" to make a profit. As a big fan of this franchise, that was disappointing to see. I really wanted the NES games to take off and soar, since that was clearly what was happening with the Gameboy games. But it just never ended up that way. It's a real shame, IMO. Guillaume said:Because your sprite is so big on the screen, you can cover a lot of the screen with your shots by simply constantly jumping and shooting. And because a lot of enemies take one shot to kill, a lot of the challenge is lost. I don't feel that's entirely true. *shrugs* |
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@GameDadGrantI dunno, mate, I think you might be in the minority in feeling that the NES titles were less ambitious than the GB ones. I'm a fan of portable games--heck, I prefer Link's Awakening to A Link to the Past and I'm pretty sure that's a felony in most states--but I think you're severely underselling the appeal of the classic MM NES games. I think they all added more than any GB MM (barring maybe V)--let's go through 'em: MM1 laid the entire foundation and did a great job of bringing this world of robots to life. Nonlinear stage selection, boss powers to gain, a rockin' chiptune soundtrack...all excellent stuff, all great ideas that became long-lasting staples of the series. MM2 super sized the first game, polishing it's rough spots (for the most part...curse you, Wily Castle 4!), bringing in even better-designed bosses and stages, and cranking up the soundtrack to super-rockin' levels. We also got E-Tanks, Items 1, 2, and 3, and more variety in the adventure with small puzzle-based elements and challenging falling sequences. MM3 kicked it up again with an introduction to several long-lasting classic features: the slide (which really helped MM's mobility and granted bosses and enemies and stage design some much-desired complexity), Rush (a more personable version of the Items, basically), and a move to stronger plot elements with new character Proto Man (still my second-favorite character in the series). We also got the challenging Doc Robot stages to mix up the formula, great variety in the levels (like Gemini's tadpole egg navigation, mini-boss battles with Proto Man, and the Rush Jet/Marine sequences). And the soundtrack continued to rock at least as hard as MM2's. MM4 wasn't as fresh-feeling, but it still pushed the series in a more explorative direction with its hidden items, in addition to bringing in the classic Mega Buster attack. MM5 pushed the exploration even further by hiding an item in every stage to unlock Beat, and brought us Gravity Man's stage, one of the cleverest and coolest MM levels ever. MM6 wasn't amazing, but even it still brought some nifty innovation in the form of the Rush Adapter. In comparison, most of the GB games do add some neat spins on some of these levels, but that's kind of the bare minimum I expected, honestly. And it's still less than all new stages and bosses would actually provide...which is a large reason why pretty much everyone agrees that MMV is the best of the portable games. That said, most GB MMs did do a solid job with the Wily sequences and changing things up a bit with the Mega Man Killers. |
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Yeah, I've gotta agree, Mega Man V is definitely the best of the Game Boy games, and I think a large part of it is because it did its own thing instead of reusing the robots from the NES games. It's also the only one that uses Super Game Boy features. MM V is the only one where I wasn't comparing it to the NES games in the back of my mind, and such a comparison is not favourable to the Game Boy games so it isn't something good to be thinking about when playing them. As such, I feel only Mega Man V can stack up to the NES series, though I did think Mega Man IV was good too. The rest, I felt were pretty forgettable and disposable. @TriforceBun A nice rundown. To add to the things Mega Man 4 did well, I feel it has one of the best, most refined sets of weapons in the whole series. Most of the weapons have their uses, and are fairly balanced which each other, which is a pretty big change from Mega Man 2 where most weapons were pretty useless, and Mega Man 3 where most weapons ate up ammo too quickly. |
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