Sunday, June 23, 2013

Mega Man Unlimited Has a Release Date


You asked for it, you got it. MegaPhilX is proud to announce the release date for Mega Man PC fan game, Mega Man Unlimited: July 14th, 2013. You'll be able to download it for free in a few weeks straight from MegaPhilX's website. Look forward to it!

Thanks to Zeowilly for the tip!

21 comments:

  1. I would have much rather Capcom bought the rights to this than SFxMM.

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    1. Suuuuuure!

      SFxMM was so poor for the level design and graphism.

      This one looks so good! O:

      I will DL it !

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    2. @Anon 6;16

      This this this this this.

      I wouldn't have been ticked with Capcom at all if they had endorsed this instead of that ugly, clashing, Street Fighter infested (Yes, I'm not a fan of Street Fighter, sue me.) buggy, sadistically designed mess.

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  2. Amen to that. Capcom is so completely out of touch. It's either that they hate making money, or they have some odd problem with Inafune and see his departure as dishonorable.

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  3. Great news. I've been looking forward to this.

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  4. I've been following this project for the past four years, and I've looked forward to playing it ever since. I definitely won't hesitate to download this when it comes out next month. I just hope this game will actually be able to run on my computer the way it's supposed to, unlike Street Fighter X Mega Man.

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  5. Oh look, another 8-bit style Mega Man game. That'll help us move forward. Nothing old or outdated looking about it; it's sure to draw in a new crowd, right?

    I seriously hope Capcom and fans eventually move beyond this 8-bit/16-bit/whatever style and realize that Mega Man needs to evolve to the times if it's ever to be successful again...

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    1. This game has been in publication since Mega Man 9 it's really not fair to call it "just another 8 bit style game" when it started before those really caught on.

      Also geez how much do you expect a fan project made in a guys spare time to be? You expect him to make full HD sprites just for you at no cost? Be reasonable.

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  6. I'm still not a fan of the boss designs and think in general the aesthetics are off but I'll give it a shot.

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  7. While I agree with Anonymous about 8-Bit being overdone and tired, Unlimited is up there as one of the best fan game efforts. Just like Inticreates did for Mega Man 9 and 10, Unlimited has faithfully captured the look and overall feel (from what I can see) of the 8-Bit era. It's a love letter to that age of Mega Man and I look at it somewhat outside the "8-Bit bubble" people seem to be stuck in and what Capcom seems to push as of late. This isn't Capcom doing their thing. This is around five people, I believe, who worked as a small team to create an endeavor of a project. Now it's complete and almost time to enjoy the fruits of their labor.

    As a side note, it may be the same 'ol 8-Bit formula, but just look at all the fresh, unique enemies. All new stage hazards, all new stage mechanics. This will be quite a ride!

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    1. The problem is the farther Capcom has gone away from the classic 8/16bit side scrollers the worse the games have been (or atleast the worse they have sold).

      that is with the arguable exception of the battle network games.

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    2. The 8-bit/16-bit games have sold worse over time as well. It's a general problem, so don't blame it on the graphical evolutions of the series.

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  8. Challenge Accepted.

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  9. Definitely looks better than that Team Reaverbot garbage that was being shown before.

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    1. Man what even happened to that anyways? So much for there monthly updates.

      So not worth losing Time Tangent over. Though I suspect if Team Reaverbot's game wasn't made SFxMM still would have got the Time Tangent guys to shut down.

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    2. More or less co-creator of the last version of Time Tangent here.

      For the record, the real main reason Time Tangent was cancelled was to focus on other games in development that can actually be sold commercially. I had nothing to do with the cancellation myself, but stuff like the perceived low quality of games like Team Reaverbots' and Xover only brought fourth some huffyness on the other guy's parts that lead to the announcement that made it formal.

      ...You guys should hook me up with MegaPhilX if you want Time Tangent back, maybe something can be worked out (No promises.)

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    3. That's a really cool offer on you, but MPX has gone on record saying that MMU has taken five years of his spare time and that he's not really up to doing another project of this magnitude.

      I knew there was huffiness going on with the other guy there and I'm sorry that what work you and others put into it didn't pan out. I'll look forward to what you have in store in your future projects, though.

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    4. Yeah, I read about that. Was the game pretty far along in development? If so, I believe their decision was petty. To suddenly cease production on a quality title because a couple of other games were receiving more attention, which they felt didn't deserve? To be honest, I didn't see much of an effort to promote Time Tangent across the net. I only found out about it while browsing YouTube, listening to fan man chiptunes.

      I can understand the desire to create games that could be sold at a profit (heck, completing it would be great for a portfolio), but the fact remains: their reasons don't hold water and it made me feel real bad for other members of the team, such as yourself, that were gung-ho with the project who's efforts were in vain. It's a shame.

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    5. That's too bad about MPX...

      And by other "guy's" I didn't JUST mean MexicanSunflower.
      Typo on my part.

      Time Tangent probably still had years of development left. Games are just such a tremendous effort that I am certainly seeing why Capcom is so easy to pull plugs.

      And as I said, the REAL reason was that creating commercially viable games were going to take up all the team's time. Xover's success and Team Reaverbot's game announcement just lead to announcing this early, and a whole lot of venting. MexicanSunflower more or less amended his statement after all of said venting had passed to reflect this.

      As for efforts to promote...blah. I wish I knew how to make trailers because I certainly would have done the hell out of that. I promise you I made a huge effort on my part on Deviantart, but Youtube is just such a much larger audience...

      ...ABSOLUTELY ZERO offense intended on MegaPhilX's part, I have nothing but respect for the guy, but he lucked out when he named his project "Megaman 10" and a real Mega Man 10 was announced by Capcom afterwards. It really shot his project up in popularity just by association...

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  10. I know I'm going to get some flack for this, but the game engine... looks a little off. The physics, I mean. It seems like Megaman runs too fast, slides too fast, and jumps just a tiny bit too high. But, I could be wrong. I could very easily be wrong, in fact. That could quite easily be because of the 4:3 ratio used for this video. (I hope the actual game runs at windowed in a 8:7 ratio. Or even a faked 8:7 ratio!) I suppose I'll see come July! Hopefully, this game will be as good, if not better than Street Fighter vs. Mega Man. It remains to be seen if it's as good as SuperDanny 2, of course. (I'm might be a little more than biased on that game, though, since it so heavily borrowed from Mega Man 3 -- my personal favorite of the 8-bit games.)

    Also, this is off-topic, but how the heck are people uploaded 60 FPS videos to YouTube these days? I haven't uploaded anything in over a year, but I just can't help noticing a few things having a full 60 FPS frame rate instead of 29.97 or less.

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