
088 · MEGA MAN
It's MEGA MAN versus the powerful leaders and fighting forces of Monsteropolis - that strange multi-layered land of robot-like Humanoids created by the wrongly-performed experiments with human beings by Dr. Wily. FOR MORE NESTALGIA as well as show notes and links check out www.NEStalgiacast.com
Show notes
- Introductions
- Mega Man Franchise
- First Impressions
- Just need to take my time
- Objective
- Work your xway through 6 stages in any order. Defeating each stage’s Robot Master unlocks a new weapon for Mega Man. Defeat all 6 to take on the evil Dr. Wily
- Tales from the Manual
- Terrible Box art
- “Thermometer Shaped Meter”
- Magnet Beam...
- Gameplay
- Jumping and Shooting
- Difficulty
- Stages
- Robot Master Fights
- Power Ups
- Wily
- Yellow Devil
- Old foes
- Imposter Mega Man
- Only able to use power-up ONCE
- Ending
- Mega Man without gear!
- Music
- Development
- Akira “A.K” Kitamura
- After a period of study and working on various projects, the Mega Man development began. But as I thought about game design then, I started to wonder if designers had really thought deeply about enemy placement and behavior.
- I decided to play a bunch of different games and study just those difficult sections, replaying them over and over.
- Two of my personal goals for Mega Man were to create a game where all the stages could be cleared in an hour, and to make something that players would want to come back to again and again. To that end, I actually calculated the total number of stages by measuring Mega Man’s walking speed and seeing how long it would take to get through each stage. I then split that up so that the first half of the game would be the robot master stages, and the second would be the Wily stages.
- On Enemy Placement
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1: Single, weak little enemies would appear in “waves” of 3 or 4 individuals (and to the extent possible, I’d avoid mixing up multiple enemies);
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2: they would all use the same attacks;
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3: I would use differences in terrain and enemy placement to adjust the difficulty of a given section;
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4: The difficulty of each enemy in the wave would gradually rise, but the last enemy to appear would be easier.
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- After a period of study and working on various projects, the Mega Man development began. But as I thought about game design then, I started to wonder if designers had really thought deeply about enemy placement and behavior.
- Akira “A.K” Kitamura
- Sequels and Spinoffs
- Mega Man 2-6 on NES
- Now goes all the way to 11
- Game Boy versions of each too
- Mega Man X starts on SNES
- Goes up to X8 on PS2
- So many other games, let’s just talk about Mega Man 1
- Mega Man: Wily Wars (Genesis version of the first 3 games)
- Not great
- Mega Man Powered Up on PSP
- Parish says it’s the best
- Chibi look
- Adds Oil Man and Time Man
- Mega Man: Wily Wars (Genesis version of the first 3 games)
- Mega Man 2-6 on NES
- EGL (Mike, Sean, Joe, Sam)
