what megaman game should i play first

jet stingray tho

don’t know if it’s kosher to ramble here about how much i don’t particularly like Megaman, having played all of the NES games and a few of them to completion… but i don’t really understand the appeal or fandom those games seem to garner… esp the NES ones. they’re kind of all the same game over and over again. stages tend to blend together and feel like they were stamped out from a template outside of a handful of them (2 has some better stages but they’re the exception to the rule). the same sorts of enemies and annoying encounters pop up again. @daphaknee said this but they’re trivial if you complete the bosses in the right order and too hard/annoying if you don’t. so what’s the point? there’s nothing interesting design-wise happening there, and no real changes between games. they’re just… bland games to me. the only real saving grace for me is the music.

imo play Clash at Demonhead or Startropics or The Guardian Legend or Metal Storm or whatever lesser known cult title instead of the NES Megaman games. what i played of X i liked a little more (still not my style of game tho) but the Legends games def appeal to me though.

12 Likes

I think the appeal comes down to good flavor — the music is great, the art style is big and bold and fun to look at and the characters are memorable, the gimmick of collecting powers from your enemies just feels inherently “cool”. It’s all very polished. Im saying all this as someone who likes the series but doesn’t love it, repeating something i said upthread it’s something i enjoy in spite of a lot of its core gimmicks (since i played through every game after looking up the “optimal” route, it might as well have been a linear trek each time)

If none of that hooks you then you’re left with games that are ultimately just, pretty good? i thought so anyway. As an adult i should probably seek more unique/challenging experiences and not just like something for its style, sure. This isn’t really a series for me as an adult anyway. It’s kinda like, i don’t love Dragonball Z and don’t think it needed hundreds of episodes, but thousands of kids ate that shit up, so what do i know?

7 Likes

What I dislike most about the series is that every level is tedious. There are ladders, disappearing platforms, treadmills, bullet sponge enemies, etc. that waste your time, so when you finally reach the boss and find you aren’t able to memorize it’s patterns or you didn’t take the right gun, you’re forced to do it all over again.

3 Likes

The brilliant part of the series (at least those entries that are brilliant) is that a lot of those tedious parts can be avoided or optimized. The very stodginess of the movement makes good execution both valuable (because, e.g., every pixel of ladder is so slow) and achievable (because the number and speed of actions is relatively low).

That’s a very particular kind of game, though, and if you don’t feel like playing it, it sucks.

14 Likes

I usually enjoy Methodical / Slow Action Platformers ™, but Mega Man is purposefully annoying in ways that others are not. Failing to cover the distance of a bottomless pit is one of the worst feelings.

It is the only series to answer the question, “what if a man was Mega?”

7 Likes

These are really good questions, and as someone who’s fascinated by Mega Man games and has been ever since he first saw this screenshot on one of those NES library posters in like 1990

image

I find Mega Man as a series somehow difficult to talk about why I love it.

I think @sleepysmiles is definitely correct that it’s in part a flavor thing. Especially when compared to games of its era, even the first game had a strong cartoon vibe with clean outlines and a Tezuka-esque(/ripoff) design sense that made great use of color. The music basically universally slaps, too.

If the NES Mega Man games have one real drawback, I think it’s that after the first one, beating bosses with just the Mega Buster became an even bigger challenge (iirc, 3 is the worst about this), making ferreting out that order and then playing it linearly way too big a component of the play experience.

I’m finding an uncomfortable number of my ideas are grounded in comparisons to what else was happening at the time, which is far from the best reason to endorse playing an NES game in the year 2020. However, the idea of a player character who could swap weapons/powers and appearance on the fly, becoming more powerful and varied as the game progressed, was a very appealing game design decision. The nonlinearity being broken by intended sequencing has been pointed out, but the idea of nonlinearity was/is exciting.

I still find them very fun to play on a strict mechanical level. Mega Man has a jump that feels perfect to me, he moves across the screen at a nice rate in proportion to the screen size, and that little metallic plink sound when he lands feels satisfying.

That the mechanics and even enemy/boss encounters don’t vary all that much between certain entries has never really bothered me. Minor variations and new coats of paint were fun to engage in. That doesn’t seem particularly defensible when I say it, but “sequels that are basically level packs” to me has never been the damning observation some people seem to think it is. I do think the variations in level design and enemy design, while small, mixed with the aesthetic change-ups create enough difference to make each entry compelling on its own merits in comparison.

These are my thoughts as I type them out and they are not fully baked! I can definitely say a lot more critically about why I like the NES Zeldas and Marios, which I’ve been playing for about as long (though, also, I’ve had far fewer conversations about Mega Man). Will maybe have to revisit the games if I want to flesh out my thoughts and apply a more critical eye.

Anyway, thanks for going on this journey if you read this far and also sorry.

tl;dr not much really

15 Likes

played through mmz1 normal mode A rank last week and it’s real good, though honestly kind of easy until the very end? which is funny considering how every word written about the mmz collection is just shrieking about how hard they are

realizing hollow knight nail/boss fights seem to owe an awful lot to mmz, wow

1 Like

Reading everyone’s defenses of Mega Man is very heartwarming to me, but it has made me realize that all of the criticisms that started this thread are things that I’ve always felt about the OG Castlevania series, almost word for word (well except for 2 having better level design lol), most importantly the detail that “challenge” ends up feeling much more like “chore,” but the music being undeniably awesome.

I think part of this is that the pure kinetic pleasure of Mario-style platformers is such a reliable formula that it has rendered all other approaches to the genre kind of retroactively broken-feeling. Or at least to have the potential to be broken feeling.

Both CV and Mega Man offer more restrictive and less forgiving approaches to platforming, and momentum is handled totally differently, but for me at least when you hit a groove in a Mega Man game and figure out the best route through a screen it can actually be rewarding. I’m sure the same is true for people that enjoy Castlevania physics but I’ve never been able to do it.

If you’re taking it seriously and genuinely don’t know the “correct” boss order, though, having to leave and return to levels constantly over the course of your relationship with the game adds to this experience, imo. Like you could spend hours on a single level figuring out how to get to the end without taking much damage, only to get annihilated by the boss because you don’t have the right weapon. Then you putter around in other levels and get more abilities, and return to said level, at which point hopefully your muscle memory kicks in and something that felt impossible the first time around suddenly seems trivial.

5 Likes

If you’re good enough to memorize the layouts and execute the dex challenges each level presents, it’s really not that much more to do the same to a boss except the boss… keeps going until you kill it. That’s why they’re called mid-bosses — because you can’t avoid them and you have to overcome them.

It would be best to say Mega Man’s structure e.g. //struggling through a level >> overcoming a boss// is more delineations about themes (or even inspiration) than it is about challenges. I really think that something like Metroid’s or Metal Gear’s escape sequences are inversions of these structures. Instead of a sense of calm after a boss it’s one more intense escape where defeating things might actually even be a hinderance.

1 Like

astro boy: omega factor

6 Likes

play this one

firefox_lJMRseZHMJ

11 Likes

Blocking every single person who called him “Megaman”. It’s Mega Man. Two words. Two names. Go back and edit all your posts and send a DM apologizing and then I’ll unblock you. Thanks.

3 Likes

Meg-a-man

2 Likes

His name is Rockman. No space.
You should choose your first Rockman game based on cart color.

14 Likes

I think it is silly that Mega Man Legends localized the dude’s name as Mega Man. His name’s Rock! Mega Man/Rockman is his superhero name! Even the older localizations understood this!

rock rockman at your service

1 Like

You’d think so, right? But in Mega Man 11 he’s called Mega Man even in his civilian form, and in Mega Man 9 and 10 they avoid mentioning it by always having him in hero mode. I don’t think a Capcom game’s english version has referred to him as Rock since at least 2006 and Mega Man Powered Up, where his first name was Mega instead of Rock, and for that matter I’m not sure he was ever called Rock in-game after Mega Man 4 (discounting the manuals which I haven’t checked).

The Archie comics did call him Rock but that was part of their whole thing of cramming in as many references as they could.

I will now believe this is a Speed Racer thing and that he’s the son of Pops Man and Mom Man.