Mega Man Legacy Collection 2

Mega Man Legacy Collection 2

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[MDI] Jun 9, 2020 @ 5:54pm
I feel like MM10 should have had charge/slide
(Not to be confused with a similar post asking why they removed sliding in 9 and 10)

Maybe its just me, but I feel like 9's level and enemy layout made sense for the lack of charge and sliding. It felt less like the blast everything in sight formula of the later games and more like the take your time and think pace of the first 3 Mega Man games. After a while I didn't even want those features for that game. Mega Man 9 feels like it could have come out between 3 and 4.

Mega Man 10 on the other hand feels like it could have come out between 6 and 7. The enemies are a bit more aggressive and in some cases higher in quantity, and a lot of the level layouts would highly benefit from sliding. Yes there is Proto Man but hes basically the "We have Charge Shot + and Slide at home" meme equivalent. That being said, his gameplay flaws aside it does feel more right playing as him.
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Oguzhan Jun 13, 2020 @ 5:49pm 
10 was basically designed to give each character their own pros and cons.

For example Bass can make mince meat out of bosses like Sheep man and the Crab Boss (Willy 2). If you are wondering how he breaks the crab, just destroy the lower arm with triple blade, aim up and shoot. You don't even need to move, it is hilarious. That being said, he is bad against enemies/sections/bosses that are easier with a character who can move and shoot at the same time. During Chill man's stage, the section with a lower and a higher path, not being able to shoot and move at the same time causes for less smooth movement. Another example is strike man's stage and the spike balls that you need to shoot. You can still shoot and move but it isn't as smooth as it is with Mega and Proto. He also doesn't have 2 items, meaning he has to use Treble energy more carefully.

Protoman on the other hand is really good against bosses like Blade man, Strike man and Chill man. Blade and Strike are mainly projectile based bosses and you can easily block their attacks with the proto shield. As for chill man, his lower arm pose allows for his shots to go at a lower altitude meaning he can easily get rid of Chill man's spikes. His slide also makes sections like Pumpman's spike ceiling with bubbles coming from ground a non-issue. That being said, he takes double damage, so you do need to be good at using slide and the shield to avoid damage. He does get his jet from the get go which allows more freedom.

Megaman is the vanilla character but this actually works to his advantage in parts. He can move and shoot at the same time and can have 3 shots on screen at a time. He also has access to the extra weapons from the time attack mode which are decent. He doesn't have any weaknesses as the game is designed around not having slide and charge unlike 4 and onwards. What do I mean by that? After 4, they increased the I-frames of the bosses. Meaning if you wanted a smooth boss fight, you needed to use the charge shot (if you don't have their weakness). In 9 and 10; however, you can simple choose a style of your preference since the I-frames were shorter. Would you rather shoot and dodge at the same time, dodge while charging or mix them up, it's up to you. You might say "who cares, I follow the weakness chain either way" and sure that is certainly an argument. But that kind of thinking limits your freedom. My personal order in 10 as proto man is: Sheep, Pump, Blade, Chill, Nitro, Solar/Commando/Strike. Why this order? Well I go after weapons to use them in stages, not just during bosses. I want water shield because it is amazing in stages, particularly blade man's.

People write 9 and 10 as nostalgia bait but these games had a lot of great design and effort.
Last edited by Oguzhan; Jun 13, 2020 @ 5:50pm
Icedfate Jun 24, 2020 @ 7:27pm 
I assumed they removed the slide and mega buster from 9 and 10 because they thought the fans wanted to go back to the roots of megaman 1 and 2.
I dunno. I guess there are purists out there that thought the slide and mega buster ruined the later games, but I think they enhanced the gameplay, because by giving megaman aditional tactical and movement options, you could design the stages with more variety of obstacles, like small passages that require you to slide through them
or a small passage that you have to slide through with a disappearing platform in front of it that you have to jump to the disappearing platform and slide through before the platform disappears
or a small passage that you have to slide through to get a powerup but it also has spikes at the end of it so you better turn around before you slide into them.

and the megabuster can have puzzles around it, like force fields that required a charged up shot to destroy or an enemy with a shield that you need to charge up the shot to knock their shield away so you can shoot them with the pellets.

taking those moves away stifles the designers so they can't make tactical puzzles like that anymore.

I guess some people thought it was too easy to beat the robots with the charged shotm because you could just avoid them while you charge and then shoot them? I dunno.
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