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[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
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发表于 1-7-2008 07:03 AM
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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
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发表于 1-7-2008 07:59 AM
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发表于 1-7-2008 12:13 PM
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发表于 1-7-2008 04:57 PM
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发表于 1-7-2008 07:58 PM
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发表于 1-7-2008 10:35 PM
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发表于 2-7-2008 06:49 PM
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发表于 3-7-2008 12:11 AM
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发表于 3-7-2008 07:11 AM
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发表于 4-7-2008 07:56 AM
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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
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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
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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
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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
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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
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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
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发表于 5-7-2008 05:28 PM
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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
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