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Mega Man 9 - anyone played it yet?

92 replies · 13,823 views · Started 22 September 2008

Same here Cloral. I naturally assumed that Water beats Fire so I was pretty annoyed when the Trident did like 1 damage point. That's why you might as well get the weakness chart off the internet before you play it since it's not like you could figure it out with common sense.

I think the Protoman mode DLC is supposed to be out sometime this week.

Beat Magma Man and Splash Woman. Still need to do Hornet Man (haven't gotten past the mini-boss yet) and Concrete Man (got to him, but I didn't have the appropriate weapon when I did).

To be fair, it wouldn't make much sense for the Laser Trident to be Magma Man's weakness, even though that is Splash Woman's weapon.

Then again, they did the same thing in Megaman 6 - Wind Man's weapon was the best way to beat Flame Man. And you then used Flame Man's weapon against Blizzard Man. So at least it isn't without precedent.

Someone care to explain why Mega Man can suddenly not slide or charge his Mega Buster? What is the purpose of removing something that has been a staple of the series for a long time?

Because they were basing the gameplay style off of MM and MM2. If I remember right, Protoman can slide and charge his buster, and additional releases will give Mega Man additional abilities. (not to sure on that one though...) This should see releases for the DS and PSP, but what are the chances of that happening? :/

yep, sliding was introduced in Megaman 3, and even then you couldnt jump/shoot while sliding... charging your x buster was introduced in megaman 4 or 5?

Wait...that's the only reason? That's a retarded reason to remove things introduced in previous entries. Sliding has been a staple since 3 and charging the Mega Buster since 4. Removing it several sequals later is pointless, based on MM and MM2 or not. They could have at least kept the ability to slide.

And yes, Protoman is supposed to be able to slide and charge his buster but he gets knocked back twice as far and takes twice as much damage when hit. Pass.

Dark Knight wrote:Wait...that's the only reason? That's a retarded reason to remove things introduced in previous entries. Sliding has been a staple since 3 and charging the Mega Buster since 4. Removing it several sequals later is pointless, based on MM and MM2 or not. They could have at least kept the ability to slide.

And yes, Protoman is supposed to be able to slide and charge his buster but he gets knocked back twice as far and takes twice as much damage when hit. Pass.

Clearly you didn't play Mega Man Powered Up on PSP that had a Protoman playable mode which was awesome. Infact on MMPU you could play as all the bosses.

So Proto Man mode is available for the Wii, at least. It's really fun! Among other things, I like seeing Proto Man in different colors. The differences are that, as mentioned, he can slide and charge up his Proto Buster, and also he uses his shield while he jumps, so you're safe from most projectile frontal assaults while you're jumping. But, as mentioned earlier, he takes double damage (which can really suck in some cases) and gets knocked back further when he gets hit, and also, his Proto Buster can only have two shots on the screen at a time. Finally, you can't visit the store, and so there are no bolts anywhere. (Oh, and the 1ups are Proto Man heads instead of Mega Man heads, of course.)

Also released was Endless Attack mode, where you play through an endless stage to see how far you can get on one life. Every now and then, a boss is thrown in, and you have to deal with him (or her). When you finally die, your distance, in screens, is recorded and compared with everyone else's, which means you lose because of the Japan factor. (I thought I did so damn well when I got past my 107th screen, only to see that the champ has 1016 screens.) It's a good deal of fun.

I was happy to see that when you choose the special modes menu option to find the Endless Attack mode, there are two more question marked-out items in that list, so it's nice to see that there's still more to come.

Yeah, I beat it last night (managed to randomly get the Quick Draw X challenge too 😃 haha) - waiting on Proto Man mode for 360 before I play it again. I'm curious what his ending will be, since he was in Mega Man's ending, so they obviously can't be the same.

P.S. - the 360 d-pad plays great, I was really surprised. I had absolutely no trouble with it at all, which is amazing because it usually sucks so bad.

Some areas in Endless Attack mode are based on areas from previous games; so far I've seen the entrance to Wily's castle from the first game and the long disappearing block section of Heat Man's level, including the 1-up.

Modus Ponens wrote:I was happy to see that when you choose the special modes menu option to find the Endless Attack mode, there are two more question marked-out items in that list, so it's nice to see that there's still more to come.

Probably the different difficulty levels for the main game, I'd guess.

Warlock wrote:P.S. - the 360 d-pad plays great, I was really surprised. I had absolutely no trouble with it at all, which is amazing because it usually sucks so bad.

This is very good news to me. I have never actually used the 360's D-pad, but it did look like I wouldn't like it, and I've been kinda longing for a 360, what with all the Beautiful Katamari and the Virtua Fighter 5 and the Final Fantasy XIII and all, but I wasn't looking forward to playing VF5 with a crappy D-pad. So the question becomes, if the D-pad "plays great" in MM9, but "usually sucks so bad"... what's the story here, and would it suck in VF5?

Warlock wrote:Yeah, I beat it last night (managed to randomly get the Quick Draw X challenge too 😃 haha) - waiting on Proto Man mode for 360 before I play it again. I'm curious what his ending will be, since he was in Mega Man's ending, so they obviously can't be the same.

P.S. - the 360 d-pad plays great, I was really surprised. I had absolutely no trouble with it at all, which is amazing because it usually sucks so bad.

I know it's strange! The 360 pad actually didn't suck complete balls in Mega Man 9. But I think it's because of the relatively simple use of the D-Pad. Fighting games are more likely I think to have problems with the D-Pad. I thought that there were a few places where the 360 D-Pad kind of sucked but I was able to bear it. I wish I could play it with a PS2 pad.

I can't wait for Protoman mode too. I would imagine the ending will be very empty for him though. Maybe it will cut right to the credits or something and forgo any dialog.

MottZilla wrote:I know it's strange! The 360 pad actually didn't suck complete balls in Mega Man 9. But I think it's because of the relatively simple use of the D-Pad. Fighting games are more likely I think to have problems with the D-Pad. I thought that there were a few places where the 360 D-Pad kind of sucked but I was able to bear it. I wish I could play it with a PS2 pad.

I can't wait for Protoman mode too. I would imagine the ending will be very empty for him though. Maybe it will cut right to the credits or something and forgo any dialog.

I don't know, I'm hoping they do something like Power Battles where he has a unique ending. They need to elaborate more on his defect (especially with the damn time gap between MM8 and 9 and the lack of mention of Zero and other MMX events in this game). They are just 8-bit sprites, so it shouldn't be that hard 😊

In terms of Megaman 9, the Dr. Wily stage just makes me want to punch the screen.

Din wrote:In terms of Megaman 9, the Dr. Wily stage just makes me want to punch the screen.

Which one? Aside from a few nasty tricks (lava beam section sucks, even when you know how to do it), the Wily stages didn't seem too bad.

Warlock wrote:waiting on Proto Man mode for 360 before I play it again. I'm curious what his ending will be, since he was in Mega Man's ending, so they obviously can't be the same.

I read on Wikipedia that when you play as Protoman there's no story.

I actually think the real hard part about the Wily stages is in stage 3 with the gravity field and the spikes. Such a nasty trick they play on you there.

Protoman mode is definitely a new challenge. The effectively halved life bar (its not halved but 2x damage to it) certainly makes the already unforgiving game, even less so. But it's got the cool factor of playing as Protoman. And it's nice to have the Slide and Charge Shot. The shield isn't very useful though.

Mr. 207 wrote:I actually think the real hard part about the Wily stages is in stage 3 with the gravity field and the spikes. Such a nasty trick they play on you there.

Jewel Satellite.
No, seriously, it works.

Kairyu wrote:Jewel Satellite.
No, seriously, it works.

Hmm...next time I replay it and get to that part I'll try that. My first play through I had 3 of the spike guards as backup and was going to try to use the tornado blow to stop him from catching me, but was late. Wasted all 3 spike guards, and still barely made it to the ladder.

Yea, no story, it's just a "challenge mode" thing >.>

EDIT: bah, is there a way to make it take me to the latest post instead of the latest post I have not yet read?

If you get over to the left side before you enter that screen, you can make the thing fall right away. Plenty of time to get out of the way, then.

http://live.xbox.com/en-US/profile/Achievements/ViewAchievementDetails.aspx?tid=%09%5d%3bhe)j2v%04
(edit: hmm, looks like you need to be logged in to view that.. anyone know of a link that doesn't require a login?)

I wish there was a way to display challenges too :P

I kind of gave up on Protoman mode (eventually I'll beat it) and am trying to get more achievements/challenges done 😊 Trying to do Headbanging AND Trusty Sidearm at the same time = holy crap. If you want a challenge, do that :P

Anyways, like I said, working on Trusty Sidearm now, and as a result of trying to get Headbanging (beat all 8 robot masters without your helmet), I cannot die anyways. So I figure I might as well go for Invicible while I'm at it. It doesn't seem hard with enough Energy Tanks and such. Wily's levels are not that bad - just need to avoid dying in a few crappy parts (i.e. lava shooter things).

Edit: And I just got Headbanging and Trusty Sidearm 😃 Now to go for Invincible (not dying) :P

Finally beat Tornado Man's stage. And I got to the first Wily stage. At first, I was like: Well, this isn't so bad. Tornado Hold is useful, Rush Coil actually getting some action, etc. etc.
Then I came across the red beams of death. I've read about using the Rush Coil as soon as you get on the screen, but he's so slow to appear as I call him that by the time I jump to hit his back, the beam hits me. EVERY TIME. He's just too damn slow to warp down to my flippin' level. Stupid Dog.