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楼主: 寻找周杰伦

[全機種]ROCKMAN X 集中讨论区(rockman其它系列可)《洛克人X 周年收藏版1&2》公布

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发表于 30-6-2008 11:45 PM | 显示全部楼层
原帖由 毛毛芘芘露露 于 27-6-2008 09:32 AM 发表














看着这些画面,真是令我感到怀念阿
这让我回想13岁时第一次才开始玩洛克人。当时我玩的是rockman world 5,gb版本

洛克人的各个系列各有各的精彩啦!
我的想法是:
始祖系列玩法纯朴;
x系列画面趋向华丽;
这两个系列的八只王的绝招比较少用到,除了要拿到一些特殊物品外。

z系列取消了八只王互相克制的属性,加入火冰雷互相克制的属性。就关卡而言,比以前的难多了;
zx可以变身成为四天王,zxa连八只王都可以变身,真是无言中...,但活用各自的特性,会比较好破关。
现在我在玩zxa的expert mode,用的最频繁的是冰鲎时间缓慢,而且在一些关卡时,需要不停便身。

比较不喜欢的是dash系列(或legend系列),因为关卡大多在地低下,场面昏暗,玩起来整个人有种恶心和想要呕吐个感觉,很不舒服。

[ 本帖最后由 炎冰 于 1-7-2008 12:12 AM 编辑 ]
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发表于 1-7-2008 07:03 AM | 显示全部楼层
原帖由 毛毛芘芘露露 于 30-6-2008 10:31 PM 发表


怎麽同一個内容出現了三次??
這個問題可能要等 PaladinX 來回答你了,我本身比較有研究的只有 Classic 和 X 系列而已,Zero 和 ZX 系列只是破関而已,所以不太清楚。。。


卡贴了
我也是只玩 Classic 和 X 系列, 现在才开始玩zero系列, 所以问题一大堆
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发表于 1-7-2008 07:22 AM | 显示全部楼层
原帖由 casillas 于 30-6-2008 03:41 AM 发表
看到这么多人讨论rockman zero, 就找了GBA的emulator来玩rockman zero 2, 超级难玩

还有,zero的装甲和ex是不是打完boss後就不能拿了的?
我想在的问题是酱:要拿绿色装甲就要用shield bomerang干掉很多敌 ...

获得装甲的条件
1. 必须在任务之内(还未打败BOSS的关卡)达成特定条件,参见gamefaqs.com。
2. Rank多少都无所谓。
想在任务之外达成特定条件的话是不会得到装甲的。

另外,EX招的条件就是得到Rank A/S而已。所以如果有本事的话,同一关里得到EX和装甲是可以的。

P.S.    casillas玩着的Zero 2的链武器十分好用。请善用。
P.S.2 Harpuia强吗?
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发表于 1-7-2008 07:59 AM | 显示全部楼层
原帖由 PaladinX 于 29-6-2008 03:26 PM 发表

剧情需要、剧情需要。
不过,无敌的X就被这么杂的Final Boss破坏,想起来还真是…… = =


Zero 3对我来说可是整个系列里最好玩的了。
只可惜只能对付四大天王之一。
P.S. Zero 3 的 Final Boss比前两 ...


是啊... 心目中喜欢的X神...
竟然就这样“不很光荣”地退休了...
虽然主角在Z系列已经换是零神,
可还是为X神感到惋惜....

是的,小弟正是用“非正式管道”来玩的
尽管知道 4 hit 可以打败一个八小王,
可无知的我在那样变态的最快设定下还得 retry 好多轮才打败


原帖由 casillas 于 30-6-2008 03:41 AM 发表
看到这么多人讨论rockman zero, 就找了GBA的emulator来玩rockman zero 2, 超级难玩

还有,zero的装甲和ex是不是打完boss後就不能拿了的?
我想在的问题是酱:要拿绿色装甲就要用shield bomerang干掉很多敌 ...


首先,来算下评分关卡:

第一个 intro stage 关卡 (一开始打的烂蝎子)
四个任务 boss 关卡 (蛇、北极熊、凤凰、黑豹)
剧情 boss 关卡 (揪形甲虫)
再四个任务 boss 关卡 (青蛙、三大天王)
最后四个 Neo Arcadian 关卡 (影魔 MkII、装甲化三大天王)


共计 14 个评分关卡,只有最后评分时才可以 unlock form 和学 EX skill,
重玩破了的关卡只能收集精灵、 E 罐、水晶,无法获得 form & EX skill,
btw,装甲化三大天王没有EX skill。


然后有 10 个 form 和 10 个 EX skill。


关于form:一开始已经有 basic form,然后有两个个 form 必须是重玩才拿到,其中一个要用完全部精灵才拿到,既是必须破到final boss之前的评分关卡才刚刚拿完全部精灵,下一个评分关卡就是打 final boss 后获得在重玩时才有得用(好像是酱,有错请指教),所以在初初玩的关卡里有7个 form 要获得。


关于 EX skill:除了开头的烂蝎子,一直打到影魔 MkII 共计 10 个 EX skill。别忘了要获取 EX skill 时,必须是以 rank A/S 进入关卡作标准,而不是最后评分的结果作标准。(所以烂蝎子一定要打它个 rank A/S 作开始)





下来,是小弟重玩时获取全 form & EX skill 的心得。(有点长 + 乱 看不好还请见谅)


目的是要在 14 个评分关卡拿完各自 10 个 form & EX skill,
先说EX skill 吧,一开始的烂蝎子就是给玩家拿rank A/S 的踏脚石,
然后,接下来就是要持续每个关都拿 A/S (lol 有点废话)。
先附加说明,玩家有个把 rank 调去 A 的精灵,
所以基本上比较需要努力的是前面的 5 关 (烂蝎子和四个任务boss),
在这里尽可能靠自己努力在这 5 关里每关获取高分数 ,
(稳定点还是努力 5 关吧,因为迟点要冲 form,小弟我是先自生自力努力了六关)
越高越好,这样一来到第六关时就算第六关分数低,
可是评分是算总平均,所以第 6、7、8 关基本都可以靠总平均维持在 rank A,
接下来的六个评分关卡还有个rank A 精灵垫底,
(懒惰的话可能努力3、4关都够了,只是要不要先苦后甜就看自己了)
所以,EX skill 不会太麻烦拿,
只是一开始玩就要冲得小心谨慎没办法好好享受每个关卡...
少少不爽 =3=



这里就讲 form 吧。
虽然 form 不需要 rank A/S 来获得,只需达成某特定条件就能获得指定 form,
可如果想要兼顾获取全部 EX skill 的话,开头几关的目的还是放 form 一边先...
不过注意!一个评分关卡只能得一个 form!
就算在一个关卡里给你达成全~~~~~部 form 的条件,
最后关卡评分只会让你获得“最后一个达成的指定条件”的 form!(这个本人自身体验过)

然后,酱多个 form 里面比较容易获得的几个 form 是“拿 N 个能量回复 item”、
“用剑跳砍杀掉 N 个敌人”、“用剑冲刺杀掉 N 个敌人”以及“用炮射杀 N 个敌人”。
(N为不同条件的指定数量,多为20、30,“用炮射杀 N 个敌人”应该是50)
这里小弟建议,在开头的“自力更生”前几关里,
只获取 2 个左右的 form 就够了,(当然,有本事兼顾 rank A/S 又拿多多 form 是好的)
其中一个最好是方便实用自己易上手的 form,
如,喜欢用炮的就“用炮射杀 N 个敌人”,
喜欢用剑的就“用剑跳砍杀掉 N 个敌人”或“用剑冲刺杀掉 N 个敌人”,
因为这几个都是容易达成的条件,在开头匆忙的关卡里,
比较容易达成条件同时达到 rank A/S,同时接下来的关卡都能早早使用得到的 form。
(第六关剧情 boss 关卡里掩护雪儿萝莉时用 shield 轻松 deflect 完子弹又可顺便拿 Erase Form)
由于只需获取 7 个 form,开头那几关可能拿到 2 个 form,
之后再配合总平均计算以及四个 rank A 精灵,
接下来的 5 关可以慢慢获取剩下的 5 个 form 兼同时获得 EX skill,
这点要看玩家是如何调配关卡,
如小弟我,前面 6 关都自力更生(获得 2 个 form),
第 7 关开始的关卡完全不必担心 rank A/S的问题,
(有 4 个 rank A 精灵 + 高总平均分在 8 个关来拿 5 个 form)
酱子一来,就全 form & EX skill 获得啦~

顺便一提,有个 form 的条件,好像是“用链拉 30 个物体”,
关于这个条件,小弟不清楚是不是可以重复拉四方型障碍物来获得,
也没有特地去考证... 不过,小弟我是去火焰天王的 Crystal Cave 那关,
在下去洞后第一个“营火虫路段”(去到就明白了),
在路段中间站在一个较低点位置,一直打营火虫掉水晶,
而掉的水晶则掉在位置高少少,可供我用链拉的位置,
虽说可能不是最好的方法获得这个超好用的 Power Form,
不过也不失为一个肯定可以拿这个 form 的“不太难”方法,
又可以顺便收集一点水晶~





现在Z3被小弟搁在一边先,下个礼拜回去 KL 得空时又再玩~呵呵~~
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发表于 1-7-2008 12:13 PM | 显示全部楼层
送上比較清晰的雜誌畫面,好讓大家可去讀一讀





[ 本帖最后由 毛毛芘芘露露 于 1-7-2008 12:14 PM 编辑 ]
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发表于 1-7-2008 04:57 PM | 显示全部楼层
原帖由 珊瑚之心 于 1-7-2008 07:59 AM 发表
是啊... 心目中喜欢的X神...
竟然就这样“不很光荣”地退休了...
虽然主角在Z系列已经换是零神,
可还是为X神感到惋惜....

同感。
没有Charge Attack的Zero根本不可能有X的破坏力嘛……
在Z系列里加入Charge Attack可能就是补充Zero在X系列的缺点。
三连斩的破坏力也强化Damage 2 --> 4了。
可是,这么做的话,原本无敌的X…………不就比Zero略逊一等了?

对于Form和EX的获得方式解说,我深感佩服!果然对Rockman 系列有爱。 ^_^ b
要求版主加分!
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发表于 1-7-2008 07:58 PM | 显示全部楼层
原帖由 PaladinX 于 1-7-2008 07:22 AM 发表

获得装甲的条件
1. 必须在任务之内(还未打败BOSS的关卡)达成特定条件,参见gamefaqs.com。
2. Rank多少都无所谓。
想在任务之外达成特定条件的话是不会得到装甲的。

另外,EX招的条件就是得到Rank A/S而已 ...


多谢回复。

回PS: 问题是我不太会控制chain rod
回PS2: 还没有打ko..


原帖由 珊瑚之心 于 1-7-2008 07:59 AM 发表

首先,来算下评分关卡:

第一个 intro stage 关卡 (一开始打的烂蝎子)
四个任务 boss 关卡 (蛇、北极熊、凤凰、黑豹)
剧情 boss 关卡 (揪形甲虫)
再四个任务 boss 关卡 (青蛙、三大天王)
最后四个 Neo Arcadian 关卡 (影魔 MkII、装甲化三大天王)


共计 14 个评分关卡,只有最后评分时才可以 unlock form 和学 EX skill,
重玩破了的关卡只能收集精灵、 E 罐、水晶,


一流的攻略, 如paladinX讲的,深感佩服!!
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发表于 1-7-2008 10:35 PM | 显示全部楼层
原帖由 casillas 于 1-7-2008 07:58 PM 发表
多谢回复。

回PS: 问题是我不太会控制chain rod
回PS2: 还没有打ko..

多教你一些Chain Rod使用方式吧……(虽然很久没玩了)
Charge Attack就免了吧。Chain Rod好用的地方不是战斗,而是攻击范围和机动性。

方向键 + Chain 攻击              —— 普通攻击,可攻击八方向。
按着Chain攻击                       —— 可钩住目标(敌人、墙壁、天花板),放开Chain攻击便可放开目标。
(钩住敌人时)退后             —— 把敌人拉到Zero面前(然后追加三段斩),若敌人有盾就会解除盾牌。
(钩住天花板时)方向键     —— 上下控制Chain的长度,左右可以Swing,反复左右可以增加Swing范围。
(钩住墙壁时)方向键         —— 同上,只是很难加以利用(干脆放开Chain踢墙更好)

有个EX招,启动时可让你吸取被钩住的敌人的血。(本身从来没成功使用过

若你要的话,我可以自制如何使用Chain rod的video后PM给你。
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发表于 2-7-2008 06:49 PM | 显示全部楼层
原帖由 PaladinX 于 1-7-2008 04:57 PM 发表

同感。
没有Charge Attack的Zero根本不可能有X的破坏力嘛……
在Z系列里加入Charge Attack可能就是补充Zero在X系列的缺点。
三连斩的破坏力也强化Damage 2 --> 4了。
可是,这么做的话,原本无敌的X………… ...


没关系嘛,反正Z系列只是看零神 solo 完的,
百年前X神也无敌威风够了,给他风水轮一轮~
而个人对零神的喜欢程度不输X神~
再说如果没有给零神 charge attack 的话,
那就是在玩 hard mode 了


原帖由 casillas 于 1-7-2008 07:58 PM 发表
一流的攻略, 如paladinX讲的,深感佩服!!


过奖了,只是小弟玩的一点心得讲完出来罢了,
贵兄弟你若有什么心得也请不嗇分享~
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发表于 3-7-2008 12:11 AM | 显示全部楼层
看一看这些图片,难道另外一款双人模式(洛克人,Forte)名为 Rockman Forte 的远祖洛克人游戏将会公布在NDS?









不知是不是真的

[ 本帖最后由 毛毛芘芘露露 于 3-7-2008 12:14 AM 编辑 ]
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发表于 3-7-2008 07:11 AM | 显示全部楼层
给大家一个好康,同人版 Rockman 7 NES version,大家可以下载来尝试玩玩,操作感简直跟 Official NES版的洛克人没什么两样。

http://www7.atwiki.jp/wakuwakusuru/pages/13.html

下载“最新バージョン“以下的link
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发表于 4-7-2008 07:56 AM | 显示全部楼层
Gameradar 网站放出了很多有关 洛克人9 的消息,包括了对Keji Inafune(洛克人之父)的访问,有兴趣的可看一看:

取自 http://www.gamesradar.com/wii/

Mega Man 9 - WiiWare


The rumors (and scans) are true - Capcom's officially making Mega Man 9 for WiiWare. It's been 11 years since the last numbered entry, and for fans tired of the numerous spin-offs, 9 is an ironically refreshing take on gaming's favorite robot assassin. We say ironic because, well, it's technically a huge step backwards. There's no angle, no new trick to the gameplay, it's a straight-up NES game with robot masters designed by series mastermind Keiji Inafune. Behold:




Right about now you might be asking, "why would they do this?" We talked to Inafune for the official answer, but our take is this - the recent batch of Mega Man games have strayed too far from the series' roots, and this is an easy, effective way to re-ignite interest in people who haven't touched a Mega Man game in years. WiiWare is the perfect fit for such an experiment, right at home on a console with so many other classic NES titles. If part 9 is a hit, expect to see WiiWare (maybe even XBLA and PSN) overrun by an old-school renaissance. Maybe we'll even see younger audiences embracing the classic design?


Mega Man 9's story and gameplay are the same as they've always been - Dr. Wily is running amuck and Mega Man has to stop him. This time Wily's convinced the populace he's the good guy and it's Dr. Light who's unleashed eight robot masters on the city (total lie, of course). There are even "Dr. L" doors in front of the bosses instead "Dr. W."

As before, you have to defeat each robot master, steal their unique weapons and use them on the remaining bosses. Each is weak and resistant to specific weapons, so you'll have to experiment to see which plan of attack works best. And by experiment, we mean "die a thousand deaths," as Mega Man 9 is easily on par or above the hardest games in the series. Hell, we played for two hours and only made it to three bosses, and even then only beat two. Not too surprising considering we don't yet know which boss is weak against the other, but damn, these guys are hard.


Capcom hasn't provided images of the latest robot masters, but we do have their names, including a Mega Man first - a woman!

Galaxy Man: level consists of portals that fling Mega Man all around the level, maintaining his momentum with each fling (a lot like Portal, actually), plus enemies that divide into multiple copies of themselves.

Plug Man: home to the required "disappearing block" puzzle

Hornet Man: bees, lots of bees

Jewel Man: there are swings here that you have to move with built-up momentum - we had to try it several times before we could make the jumps



Magma Man: lava and plenty of one-hit-kill beams

Concrete Man: the Guts Man of Mega Man 9

Tornado Man: scourge of the Midwest has one of the hardest levels with tons of mid-air leaps and spinning platforms



Splash Woman: yes, a woman robot master. Level features a hovering bubble puzzle we saw in Mega Man 5. One of the masters designed by Inafune himself

In essence, it's as if the year is 1990, there is no Super NES and maddeningly difficult NES games are all the rage. However, there are a few extra touches that acknowledge what later games brought to the series.

Every classic Mega Man has played the same since 1987 - beat the bosses, steal their powers and use them on the other bosses. This formula went unchanged for years, oddly shaken up by the Game Boy port of Mega Man IV, the first game to introduce buyable items. It was integrated into Mega Man 7 and 8, and it's also part of Mega Man 9, making it the first NES-style game to contain Dr. Light's shop. Items include an energy balancer (distributes energy to weapons that need it most), spike shoes (protect against one-hit kills) and new armor that reduces damage by half. You're also able to remove his helmet and play the game with Mega's black hair flowing free. Doesn't sound like much, but fans (like us) are bouncing off the walls with misty eyed glee.


A lot of music is right out of Mega Man 2. The select screen (which contains more than the game, but we can't talk about that just yet) and power-up screen contain the exact same tunes played in MM2, and we also spotted some enemies taken right out of the archives. The charging Mega Buster introduced in MM4 is missing (at least initially) but Rush is available from the start - as Rush Coil, naturally. Sliding was also MIA, though we did see small tunnels suspiciously similar to those accessed by the slide move.


There's more going on than the regular game, as the menu we mentioned earlier does hold other options. We're currently unable to talk about them, so expect Capcom to reveal a bit more during E3 less than two weeks from now. Let's just say there'll be plenty for hardcore fans to obsess over when it hits WiiWare this fall. Until then, we're celebrating all things Mega Man so please take a look around and see what all the fuss is about.

Jul 3, 2008

[ 本帖最后由 毛毛芘芘露露 于 4-7-2008 08:06 AM 编辑 ]
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发表于 4-7-2008 07:57 AM | 显示全部楼层
Mega Man 9 - exclusive interview with the mind behind the machines

We talk Mega Man, Transformers and awful robot designs with creator Keiji Inafune


Two massively important reveals happened this past weekend. One, Blizzard announced Diablo III, one of the most obvious and expected sequels of all time. The other was a bit more surprising, but still known due to weeks of random information leaks. That would be Mega Man 9, finally confirmed via scans from Nintendo Power and now today, re-confirmed by our exclusive hands-on and interview with Mega Man's biggest contributor, Keiji Inafune.

Inafune-san took a few moments away from creating future cherished memories to answer our questions about Mega Man 9, the state of the series and where it's going to go from here.

GamesRadar: For those who may not know your level of involvement in the Mega Man series, could you give us a quick breakdown of your contributions to the franchise (other than inventing it, of course)?

Keiji Inafune: I designed pretty much every thing for Mega Man 1, such as the characters, pixel graphics, box art, and promotional illustration. From the second installment, I began getting involved in game production. My involvement in the franchise production has become deeper with each subsequent installment, and eventually, I started to manage development as well as promotions and marketing. For Mega Man X, I designed the characters, environments, and storyline, and from the latter half of the series, my main responsibilities have shifted over to producer duties. I was involved as mainly a producer in Mega Man Dash, Mega Man EXE, Mega Man Star Force, Mega Man Zero, and Mega Man ZX. This time in Mega Man 9 too, I am mainly acting as the producer.

For the first time in many years, we are developing an 8-bit game. This opportunity has awoken my spirit as a game designer. I’ve stepped closer to the designing team to get more hands-on with the graphics and game design. I’ve been more involved in the actual creation process this time, and even designed the bosses!


GamesRadar: This makes perfect sense as a WiiWare title, but did you ever consider creating Mega Man 9 with HD graphical output?

Inafune: This project was born out of a desire to create a new Mega Man series in an 8-bit style. A decade has passed since the last Mega Man, and on this occasion, we specifically chose to go back to our roots. The idea behind it is that we wanted to reintroduce “simple and fun” characteristics of Mega Man to the users.

XBLA and PSN enable HD output, but that alone does not make all the HD games interesting. HD technology does not make a game interesting. The quality of gameplay makes games interesting. Users don’t pick up a game to evaluate graphics. They pick up games to enjoy gameplay. If a game can offer fun, the users can enjoy the gameplay without any reference to the graphics. Meanwhile, I’m hoping that the 8-bit system will provide a different type of fun by bringing fresh air with retro graphics.

GamesRadar: If there is a XBLA or PSN version in the making, will there be any differences from Wii to 360 to PS3, like online capabilities or galleries?

Inafune: We haven’t announced a XBLA or PSN title yet. Do the fans want them? As a rule, I try not to create differences between platforms. Differences based on platform capabilities may optimize possibilities and gameplay specific to a particular platform, yet that is not necessarily welcomed by the users.  Everyone desires what s/he has to be better than the others’ and it will be unfair to create differences in my opinion.  To avoid such a situation, I always try to create equality across the platforms and make sure everyone will be happy with our creations.


GamesRadar: By the sixth installment, Mega Man had gained several moves (sliding, charge shots, Rush help). Will any of these make it into part 9 or are you aiming for a more Mega Man 2-style game?

Inafune: Mega Man 9 will be much closer to Mega Man 2. As mentioned earlier, in the process of going back to our roots, we came to conclude that those fancy moves were unnecessary. There are many gamers who claim that Mega Man 2 is their absolute favorite.  I took it as an indication that Mega Man is not all about the moves. The beauty of Mega Man actually lies in its simplicity and a fine mixture of simple gameplay, puzzle-like thrill of maneuvering tricks at the last minute, and battles.  Instead of new moves, we’ve tried to find an excellent balance in the game design and to achieve “simplicity and fun” in the very detailed-oriented age.

GamesRadar: We'd assume development of an 8-bit game in 2008 would be fairly cheap and quick - is that the case, or are there new challenges that make it a more intense project than people might suspect?

Inafune: I particularly required meticulous and refined work skills from pixel graphic designers. The limited capabilities of the hardware of the time required pixel graphics to be simplest but refined at its maximum, and without this restriction, the design would not carry the same air. Yet, when we tried to realize this, the designs that came out of the artists were comprised of complicated shapes and colors. I had to ask them numerous times to redo the work to make the characters simpler and shed all the fancy elements as much as possible to make it resemble to the 8-bit games. The obsolete technique – to reproduce it was the most difficult, but there was no compromise allowed.

[ 本帖最后由 毛毛芘芘露露 于 4-7-2008 08:13 AM 编辑 ]
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发表于 4-7-2008 07:59 AM | 显示全部楼层
GamesRadar: In your opinion, which classic Mega Man game has the best assortment of robot bosses?

Inafune: Again, that will be Mega Man 2.  In Mega Man 2, a set of 8 bosses were introduced, and the Mega Man style was established. We also launched a campaign encouraging the users to design bosses and adopting their ideas into the product.  We were able to carry the style adopted in Mega Man 2 from then on, and that’s an indication of how well balanced the designs were.


GamesRadar: There's got to be one that you consider really lame, right? Charge Man or Centaur Man, perhaps?

Inafune: Honestly, there are some designs that make me scream, “What the hell is that?” But whether or not the design is “cool” does not really hold weight for me. What’s important in my character design is not “coolness” but “appeal” or ability to catch people’s attention.

Truly, Charge Man and Centaur Man are very eccentric and may not be cool in general view, but the eccentricity helps them to have an impact on the viewers. In this sense, lameness is not really an issue.

GamesRadar: Conversely, is there one robot you really love, that really stuck with you through the years? We've got a special place tucked away for Magnet Man.

Inafune: Wow, Magnet Man!?  I’d love to hear the reason for that! Please!
For me, that will be Elec Man. It’s because he’s the first robot I ever designed. He holds a special place in my heart and stirs up a mixture of emotions. There are some parts of the design I absolutely love and other parts that I regret. He also brings back my excitement I felt when I created him.


GamesRadar: What's your thought process while creating new enemy designs? You've crafted some extremely memorable robots in the NES titles.

Inafune: You may find it unexpected, but back when we were developing NES titles, we first designed pixel graphic characters in a game, and designed details based on the pixel graphics. The reason behind it is that NES system didn’t allow a seamless conversion of detailed designs to pixel graphics. Pixels were too cluttered, and some didn’t appear as expected. Even when we finally managed to pull it through after many struggles, the outcome was far different from the designs. Because of this, it was best to first design robots in pixel graphics which would look interesting on the NES, and then narrow down the details highlighting the characteristics of the pixel graphic characters. This process in the end helped us to create special robots that vividly live both in the game and the users’ mind.

GamesRadar: Has that process changed at all after all these years, coming back to the franchise in 2008?

Inafune: The basics of the design process have not changed. We still worked on pixel graphics first. Though we intentionally tried to simplify overall designs in shape and color, we still first designed pixel graphics in order to optimize the robots’ lively movements. Having said that though, this is not strictly true for all the characters. Especially in designing bosses, it was easier to anticipate the amount of simplification that was required, so that we were able to design the look of the characters first.

GamesRadar: We've noticed most robots designed by Japanese developers tend to be sleek, angular and clean, whereas Western robots have a lot of extra edges and tend to be grittier and rugged (compare Lost Planet to Gears of War, or classic Transformers to Hollywood Transformers). Do you have any thoughts on this?

Inafune: Either style works for me. The Hollywood Transformers design is something that the Japanese never could have come up with. The Hollywood version appears to be refreshing and cool. In the same way, I hope Japanese robots will be loved in the West.

I find value from different views, and it will be very nice if a different type of design born out of a cross cultural aspect could be appreciated for its own uniqueness. In this sense, if there was a Hollywood Mega Man, it would be similarly rugged. That, though, may not be acceptable...!


GamesRadar: Is there any chance you're looking at ways to revive the franchise on consoles with a totally new iteration of Mega Man?

Inafune: I always welcome challenges, and I would love to dive in at every opportunity. There are many Capcom franchises that may be suitable for revivals.  As long as fan demand is strong, I would like to actively follow those directions.

GamesRadar: There have been several classic franchises reborn over the past few years (Rygar, Ninja Gaiden, Bionic Commando etc) - do any of these, in your opinion, match the quality or approachability of the original titles? What's the most important thing these remakes should try to accomplish?

Inafune: What I think is most important in a remake project is staff members’ passion for the particular classic franchise. It will be very beneficial if a developer in the team had an experience of forgetting himself in playing the game and his love for the game still remains deep. If such developers get involved in a remake, they’ll be able to incorporate elements which made them fall in love with it as well as find a balance between elements for the classic lovers and new users. For example, we are remaking Bionic Commando with a group of fans of the classic franchise, and the result of their passion is highly anticipated.


GamesRadar: Have you kept up with all the fan sites and elaborate Mega Man remixes on the web? Seen anything that's caught your eye?

Inafune: I do check the sites, occasionally. I am surprised by some of the superhuman plays that I can never follow, and have fun with Mega Man fan music.  Especially, “Can’t beat Air Man” and “okkusenman” was highly popularized in Japan, and I too am well aware of them. Those remind me of how much Mega Man is loved and I am very pleased about that.

GamesRadar: Mega Man 9 seems like pure fan service - is this your primary goal, to please the dedicated fans or will there be something that attracts new players despite the "9" at the end of the title?

Inafune: Sure, fan service for those who have waited for the new title for a decade is one of our primary goals. At the same time, we also simply wanted to make it.

Game development nowadays is done as a very large project, and the scale makes it harder for creators to optimize their abilities and potentials. When I first developed Mega Man, the team was only 6 people. The project was short-handed in one way, but that also helped each of us get involved in every detail. It was so much fun. It might have been the best time for the creators.

The newest installment cannot be managed by 6 creators, but we are leading the project with a small team relative to modern development.  Each one of the members is fully involved in every aspect of game development, and the efforts are about to bear the fruit of a solid and interesting product. The aura of excitement around the classic title is coming back. The result will certainly meet the expectations of the fans that have long waited for it. I hope their passion will spark a fire in new generations.

Jul 3, 2008
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发表于 4-7-2008 01:13 PM | 显示全部楼层

回复 353# 毛毛芘芘露露 的帖子

谢谢你,到目前为止r7我都还没有玩过。

目前r9的事,看起来越来越多消息,好像几乎可以确定了,可是我还是有一个感觉,就游戏画面上来看,就是有点不大可能推出r9。
可是,rockman forte在nds上推出的话我还有点相信。
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发表于 5-7-2008 08:14 AM | 显示全部楼层
原帖由 PaladinX 于 1-7-2008 10:35 PM 发表

多教你一些Chain Rod使用方式吧……(虽然很久没玩了)
Charge Attack就免了吧。Chain Rod好用的地方不是战斗,而是攻击范围和机动性。

方向键 + Chain 攻击              —— 普通攻击,可攻击八方向。
按着 ...


多谢先
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发表于 5-7-2008 08:18 AM | 显示全部楼层

回复 356# 毛毛芘芘露露 的帖子

看到这种画面,觉得不太可能
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发表于 5-7-2008 01:13 PM | 显示全部楼层
官方公布了,名为 Rockman 9: 野望之复活

http://www.capcom.co.jp/rockman/

[ 本帖最后由 毛毛芘芘露露 于 5-7-2008 01:52 PM 编辑 ]
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发表于 5-7-2008 05:28 PM | 显示全部楼层
啊啊啊啊……讓我想起了小六時在某雜志上看到剛推出洛克人6時那種興奮的感覺~雖然用回8-BIT的表現,內心還是很期待說,也很期待經過了無數經驗再制作8-BIT的音樂會是如何動聽?

只是那NDS的……又炒冷飯?
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发表于 8-7-2008 06:53 AM | 显示全部楼层
洛克人9 第一个视频。
2008年九月发销。

http://www.youtube.com/watch?v=ro-9gX0nBUo

PS:要怎样才能够直接把视频连接到这里让大家观看?

[ 本帖最后由 毛毛芘芘露露 于 8-7-2008 07:35 AM 编辑 ]
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