Sunday, July 14, 2013

Mega Man Unlimited Fan-Game Released


The long awaited release of Mega Man Unlimited is upon us. Right now you can head over to MegaPhilX's homepage to download the game. If you happen to run into any issues, hit up the official forums. MegaPhilX and crew will try to help you out. 

I'd like to offer my congratulations to Philippe Poulin, Jean-Simon Brochu, and Gabriel Leblanc. A lot of work has gone into the completion of Unlimited. So... congrats!

Source: MegaPhilX

44 comments:

  1. What is it with Mega Man fan games and have absurdly long and tedious stages?

    Also I'd recommend to anyone playing not mess around with the default d-pad settings, map via joy2key if you must but don't mess with them it seems to glitch out diagonal commands if you do which can making sliding or grabbing a ladder from a running state difficult.

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  2. What is it with Mega Man fan games and the abuse of spikes?

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    1. Well it's not unprecedented in the actual series.

      Sigma Palace from X8 for instance.

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    2. Well, at least you have more than one guy there... and air dash...

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    3. This game has an air dash too. It's called Comet Dash.

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    4. The thing is that you actually need to beat CometWoman to get it. That ain't a walk on a garden.

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    5. Well, there's also like, the entire Zero series. That series loved its spiked wall men.

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  3. I think the difficult is a little to high. Enemies do a lot of damage.

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  4. I downloaded it this morning, and boy, even for a Mega Man game, it is difficult. The stages are long (I haven't even gotten to one Robot Master yet, the furthest I made progress on was on the Yo-Yo Man and Comet Woman stages), and is it just me or are there too many spikes in the game?

    In no way is this a bad game though, it's actually one of the best Mega Man fan-games I have seen, it just falls into a common trope MM fan-games tend to have, which is making it harder than necessary.

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  5. I'm sorry I'm done I fought the Wily 1 boss and it's quite possibly the dumbest thing I've seen in any sort of a Mega Man game I am at a loss of words here how many bad ideas collided at once to make it.

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  6. Damn, this fan game is pretty tough. It's like "Megaman 9 tough". So many spikes and the enemies do a lot of damage. The music isn't too bad. Yo-Yo Man's theme is my favorite so far.

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  7. There is a difference between cheap bullshit and legit challenging. MegaPhilX clearly doesn't know the difference. After all the hype and waiting this was a pretty huge let down.

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    1. Just got Rush Jet from Nail Man. Definitely a bit cheap at times, but eh.

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    2. There's a Jet Man in the game and Nail Man gives you Rush Jet. lol

      Well, I suppose Phil was figuring Rush Jet could help in Jet Man's stage, which I think it might.

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  8. Got it to work for me not too long ago, so I am not very far into it at all. I'll have to save my thoughts for later, but one thing I noticed is that Trinitro Man's music in the game absolutely pales in comparison to the original: http://www.youtube.com/watch?v=ERVHo0As4p0 - one of Kev's memorable greats.

    That's a big disappointment because that's one of the reasons I tried his stage first. I hope no other great tunes were swapped out. =\

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    1. Sadly, yes. Tank Man's, Jet Man's, and Comet Woman's themes ended up getting changed, too. Although, in the latter's case, it's a modification of the original. The former two, on the other hand...theirs were changed completely, and aren't as fitting as the songs that they originally had. Tank Man's stage, especially.

      As for my opinion on the game... I'll just go ahead and echo everyone else's opinion by saying that this game's difficulty is pretty much insane. I can honestly say that I don't think I've had this hard of a time completing Mega Man 9 and 10 on their hardest difficulties. The same thing applies to Mega Man: Dr. Wily's Revenge.

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  9. I'm really enjoying this, for the most part.

    The levels are hard, but it feels like classic Megaman hard for the most part. You learn from your mistakes and improve the next time around.

    That said, I do notice that there is a ridiculously small margin for error with a lot of the jumps and enemies. Not even the classic games were so unforgiving. And don't get me started on the multi-colored hell that is Rainbowman's stage and mini-boss.

    It was definitely worth the wait, but I'm probably going to want to kill the developers by the time I'm through.

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    1. Classic Megaman was far more forgiving than this game is. Even on easy I've found myself just screaming at the screen because of bad spike placement and several areas where jumps are near on impossible without the spike boot or beat items.

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  10. The game is ok, but it could have been a lot better if it wasn't so hard. If the difficulty would be turned down just a notch, this would have been one of the best Mega Man games of all time! A missed opportunity. :\

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  11. I'm guessing the difficulty is a means of giving a greater challenge to players who are already quite used to the challenges of the older games. That may be why several other fan games are lengthy and more challenging. But while I can understand the intention behind this, it would be nice to just kickback and enjoy some... well, regular difficulty. Not that I can say the game is bad because of that or anything, they obviously spent years on this thing and I have to applaud them for that, but... yeah.

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  12. Just a small update on my progress, or roadblock thereof. Got through a very stressful Jet Man stage, fought Jet Man. Lost due to small amount of health at the time. Round 2: Jet Man swoops in, and freezes. The game freezes. Fighting through that stage, for nothing. Obviously a few bugs still in the system, and one that I am none too pleased with. I will reboot the game and try again, only after my stress has subsided. I believe the difficulty has to do with a lot of enemies and their placements.

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  13. Decided to play Rainbow Man's stage after Jet Man froze on me. I see what Cyberguy means about the stage. I haven't even made it to said mini-boss. One shouldn't have to replay a stage multiple times in order to memorize specific means of progressing. Say, you don't shoot a reflector in time to change the direction of a laser, as far as I can tell, you're trapped, you're done.

    The game does seem a bit tuned up in the difficulty department, so I would recommend an easy mode. Not baby food easy, but a bit easier than the current product. Also keeping this current mode to allow us the option. I'm sure the satisfaction of beating the game as is would be worth the struggle.

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  14. I have played it, and my thought is this MMUnlimited is like a Hard mode. Yeah, it is a long and hard, but I almost passed to the boss. But I lost too much when I was in halfway of the stage. I feel that this game makes me so frustrating because I've tried to play carefully and cautiously, but some enemies are so difficult to prevent me from reaching the boss. Only if Mega man has Charged shot (Mega Buster), it will help me to get through without much difficulty. I don't think I can play it again because I can't think how I can reach the boss, except Jet Man stage.

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  15. All I can say is screw you for having us go through a small stage before each re-fight of the Robot Masters in the last Captured Wily Fortress Stage. That is cruel and unusual punishment right there. Couldn't you just have those teleports go to the bosses IMMEDIATELY like EVERY OTHER Megaman game out there!? There are also far too few check points in this game. It's really REALLY annoying having to go through long stretches of a level just to die on next to the boss door and then having to make the same frustrating trek again. You know, as much as I love Megaman, I'm no Megaman god unlike some of you players out there. I wish the difficulty was lowered a bit. Or at the very least have the game have a "Normal" mode and "Difficult" mode like in Megaman 2.

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    1. To be fair, one of the Gameboy MM titles had you go through mini themes stages before fighting the rematches. But considering the overall difficulty of this fan game, I can see how frustrating it is.

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  16. Well, so far, I've defeated eight of the Robot Masters. Along with being unable to pass the first Wily stage, I'm having a hard time finding the last "YOKU" letter. Does anybody happen to have any idea which stage the "U" is located?

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    1. I don't remember where each is, I just remember where all 4 are. They're in Rainbow (quickly use glue to slide through a hole in the wall, or drop and use comet dash), Jet (nitro/tank a wall), Trinitro (go right between spikes instead of up a ladder), and Tank (use glue to slide though a hole in the wall) stages.

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    2. Loved this game, what an awesome challenge from start to finish.

      For people struggling with the game, don't make the common Mega Man mistake of using buster for 90% of the game (saving the boss weapons for the boss only, chances are you picked the wrong weakness anyway). Use them in the stages constantly (that includes rush coil and jet if spikes seem to numerous). Use the store, buy lives/beat/spike protection, those things exist for a reason.

      Rainbow Man's stage was probably the most difficult in terms of "Oh man I died so many times" (though there is something that's even harder, thinking about it). Usually best to stop in each room and assess the situation. Yeah you'll die in a few for doing that (so you know to gun it next time).

      After beating the game, I feel Yo-Yo Man is the stage people should start with if they're having trouble. Weak enemies, the spike jumps are easily controllable by adjusting your position with the rise/fall platforms, and the boss fight is tricky, but definitely doable with the buster (likely have to replay the stage once due to some deaths). His weapon is worth the effort, it is the metal blade of the game by far. 8-directions, clings to floors/ceilings, does good damage to basically everything (even enemies the buster can't hurt), and uses little ammo. I used it a ton in every stage I played afterwards.

      Don't get discouraged at the Wily 1 fight. Big hint, watch the order of how the lightning balls move the first time, dodging will be much easier. Also start off the ladder, then use it for dodging when needed.

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    3. Ah, so that last letter was at Tank Man's stage? I had a feeling that it was either his or Comet Woman's. That definitely explains why that part had an aerial slide-path. Thanks for the help.

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  17. Welp. I beat it. And here's my spoiler-free post-play overview of the game:
    - Too much nonsense.
    - The gimmicks are, for the most part, poorly executed.
    - Some gimmicks break the stages themselves or are otherwise only half-programmed.
    - There's too much marathoning bullcrap in the fortress stages.
    - The fortress stage 4 boss needs serious re-working to become something sane people would want to fight.
    - The absolute final boss is an absolute joke. (There technically isn't one.) It's also the worst kind of fan-pandering and "fan theory" possible.

    I made a huge post in Rockman Perfect Memories detailing every bug I found, as well as addressing a few things that really got under my skin. Hopefully, it won't get ignored like I assume it will be. (After all, no one likes having their "baby" insulted.)

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    1. I read your post Mr. Collins, and I do agree with a lot of your assessment. I particularly disliked the final "boss" and ending, as well as the RM's being listed in Bass' line. Also, the ending contradicts established canon of when the final "boss" was created in relation to the creation alluded to in Light's scene at the end of the game.

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    2. you're right, hopefully it won't. People reporting bugs and glitches are always welcome.

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    3. @TrenoNeoKnight:
      It doesn't really contradict established canon. It's just unimaginative fan-pandering. Could have been worse, though.

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    4. I also hunted down your post.

      I was thinking of finishing the game. No more. I through with it. I get enough frustration at work, I don't need my fun time turning to rage time.

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    5. @Zan

      Actually Zan, yes it does contradict established canon, if only so by creation dates. The Final "Boss" is stated to have been made after the creation of Dr. Light's referred to in the ending.

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  18. I pretty much gave up on this game on that final Captured Wily Castle stage where you have to re-right the Robot Masters. Having to go through some more corridors filled with spikes, spikes, bad guys, pits and more spikes is not my idea of fun. I won't be playing this again any time soon.

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  19. Megaman as a franchise is going through pretty rough times. One would think the fans would be more grateful with people like Phil: members from within the community trying to keep it alive with "little" 5 year, nice efforts like Unlimited. Turns out I was wrong, because apparently all of you illustrous, insightful gaming gurus seem to be more focused on what you expect the game to deliver to you, instead of taking it for what it is. And of course, given the fact that you put money out of your pocket to pay five years of work to three people, you really deserve to demand the game to suit your preferences, right?

    So the game is too hard, boo-fücking-hoo. Yes, it is hard, just like real megaman games should be. go play your viva piñata or ratchet & clank if a game like this damages your self-esteem.
    So the game is non-canon. No, it's not. Your point being?... I think most people lost (or never got equipped with) the ability to read, because if you did, you'd pay a little attention to the disclaimer even before the game starts.

    There are times when I'm ashamed to be put in the same bag as whiny, unpleasable kiddies, like most people in this fandom are. To say this is one of them is an understatement, and I sincerely hope MegaPhilX never comes into this site and reads comments from these people that "try" to provide "insightful" "criticism" of his work. I'd rather he keeps doing, and improving things like Unlimited, than having to deal with ungrateful crybabies who apparently aren't pleased with anything.

    Oh, wait. What's that you say? You didn't pay a dime to get this job done? GTFO then. Of course, you have a right to your opinion, just like people have the right to shove it up your asses if they want to.

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    1. "So the game is too hard, boo-fücking-hoo. Yes, it is hard, just like real megaman games should be."

      Even the hardest Mega Man games don't have stages so obnoxiously designed with awful check points that beating them blind can take up to two hours. But no go ahead claim the people with criticism just suck and wallow in your cult of personality behind this game, I'm sure it'll last.

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    2. "So the game is too hard, boo-fücking-hoo. Yes, it is hard, just like real megaman games should be."

      Can I borrow your soap box next?

      Honestly, the biggest issues I assume everyone seems to be experiencing, are that the check points in each particular stage are incredibly difficult to get to, and/or there aren't enough of them. Understandably, the player is bound to slip up and get killed a few times, but there are some heavy gimmicks with poor design choices that leave little room for error, and the player is punished brutally for it. Being forced to start at the beginning of the stage after getting through plenty difficult parts can be very disheartening. (Check out RoahmMythril's playthrough of the game.)

      I'd consider myself a pretty decent Megaman player, and I play the others semi-regularly (even difficult Rom hacks like Rockman Minus Infinity) but some of the gimmicks in each stage are just ridiculous. (I'm looking at you, Trinitro Man).

      Every game, no matter if it's fan made or not, will be subject to some form of criticism. That should be expected. The game was designed with Mega Man in mind though, so the expectations of fans aren't entirely unfounded.

      All in all, i'm not knocking it, I love it for what it is, but it does need some tweaking. Despite the difficulty and the constant deaths from spike traps, I'm happy that MegaPhilX and crew were able to create what we wanted most:

      A Mega Man Game.

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  20. I finally beat the 8 main bosses.
    Insta-kill lasers are frustrating enough, but having them be the main gimmick of an entire stage is maddening.

    I'll try the Wily stages tomorrow, but if what I'm reading is even 50% accurate (after cutting out the hyperbole), I'm in for a long nightmare.

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  21. Did a checkpoint kill this guy's family or something? Holy crap. This game wouldn't be nearly so brutal if they were distributed better.

    Overall, it seems like a really well-done fangame. Lots of great ideas. But it *seriously* needs to tone down the skull-crushing difficulty curve. I've played Mega Man games since way back in the way back, and I replay them all on a pretty consistent basis. My "skills" aren't dull. This game is stuck on hard mode.

    It would feel less like a frustrating trudge through nightmare world and more like an exhilarating romp through some really neat creative design if it ever got reworked to be more accessible. As it is, I'd call this game damn near broken. Which is a pity, because there are some pro-quality aspects here that really can't shine through when you're turning purple and gargling every curse you've ever heard after the 5th time you've had to restart a level from scratch.

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