Saturday, August 21, 2010

CAP-COOOOOOOOOOOM

I apologize for the lack of updates. I'm still alive and all, it's just that there's really not much going on with Rockman lately. I do have more music rips in the works to put out at some point and some other content. I've just had so much activity on the General Blog with Pokemon and Events in preparations of the new Series of games. I've typed out my opinions on possible future works of the Rockman Series for fun.

 

Thoughts on Portable Action RPG Rockman

It's a real shame Capcom hasn't announced something new in terms of Rockman EXE or SSR, I'm usually used to an announcement in the middle or the end of the Summer season. You'd figure they would of done something by now, especially if the new Pocket Monsters games are releasing so they could compete with them. Especially with the lack luster Zero Collection that released in June. OSS had it's faults, but I really wouldn't mind that with an EXE2DS or onward at a cheap price if they did go that route with something that isn't a new game. Anything but a Collection with a GBA Sized Screen. Maybe they're waiting for the Nintendo 3DS or haulting everything for sometime in 2011.

 

Thoughts on Rockman DASH 3

I gadly welcome this addition to the Series. Everyone wants it, and it's been about 10 years since the second game. It would be perfect if they went PS3 for it and maybe X360. But I'm sure I'd probably get the PS3 version considering I don't own a Japanese 360. It would be very nice if they had things like Downloadable Content for new weapons and skins. All in all, the graphics would surely look great either way.

 

Thoughts on Megaman Universe

I honestly don't think this is going to take off, the creepy Trailer doesn't really make me want to play it at all nor purchase it. It seems like it's geared to classic Capcom and Original Rockman more so than anything. I also don't understand why there's other Capcom Series in the Trailer too. There really hasn't been any gameplay or screenshot confirmations just yet, I just don't see it especially if it's an American Capcom product. It makes me really question the quality overall of the game.

 

Thoughts on Rockman 11

It's obvious that this one is coming, especially with the success of online sales and merchandising. The Ending is still left open. There's not really much to say, and why not a Trilogy of new Original Series games that are 8-Bit. For an Japanese English collaborative product, I think it's a good homage to Rockman 1~6 for the Famicom still with Rockman 9 and 10 even though there are some faults. Some of the things they can improve on are more Power Ups, like the Rush Adapters in 6, or things like Special Weapons (I suppose I can't complain with Forte Mode). I thought it was nice how they did Rockman 10 with alternate routes for certain stages. I want the exact same feel that 9 had, with the Lava ricochet off the metal. An overpowered 8-Bit game. I suppose we'll also get Duo Mode for Additional Content, and hopefully some Special Stage Bosses like 10 had with the Rockman Killers. I would love to see 8-Bit variations of the Mega World unique Stage and Bosses.

Monday, June 28, 2010

[MP3] REMASTERED TRACKS ROCKMAN ZERO Mythos

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[MP3] REMASTERED TRACKS ROCKMAN ZERO Mythos

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CD Info
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Title: REMASTERED TRACKS ROCKMAN ZERO Mythos
Publisher: III (Inti Creates)
CD Catalog Number: INTIR-018
Encoding CMD Line: -V 0 %s %d -m s -h -p -c
Lame Version: LAME 3.98.4
Release Date: June 10th, 2010
Rip Release Date: June 27th, 2010

Encoded by Nigoli

 

Notes:

A newly released Remastered Tracks, and after half a decade! It's a lot like ZX Gigamix (which I don't own) in a sense, and has various arrangements to certain BGM for the Zero Series of games. It also has a new track for the Intro of the Rockman Zero Collection. They even went as far as releasing a Limited Box Set with every Remastered Tracks Rockman Zero 1~4 and Mythos. I probably won't end up going for it even though the Box did look nice when it first was announced. Besides, I already own all the special sleeves for most prints that came with RTRZ1~3, which don't come in the Limited Box. For a not so good port that could of been better I still say to this day in the same month after it's release, I'm passing it up without question.

Tuesday, June 15, 2010

[MP3 & 2SF] Rockman ZX & ZX Advent

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[2SF] Rockman ZX

[MP3] Rockman ZX

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Rip Info
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Title: Rockman ZX
Publisher: Capcom
Catalog Number: NTR-ARZJ-JPN
Encoding CMD Line: -V 3 %s %d -m s -h -p -c
Lame Version: LAME 3.98.4
Release Date: July 6th, 2006
Rip Release Date: June 14th, 2010

Encoded by Nigoli

 

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[2SF] Rockman ZX Advent

[MP3] Rockman ZX Advent

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Rip Info
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Title: Rockman ZX Advent
Publisher: Capcom
Catalog Number: NTR-YZXJ-JPN
Encoding CMD Line: -V 3 %s %d -m s -h -p -c
Lame Version: LAME 3.98.4
Release Date: July 12th, 2007
Rip Release Date: June 15th, 2010

Encoded by Nigoli

 

This makes things finally a full circle with DS Music rips, at least for now. These games were also a breath of fresh air after trying out the Zero Collection. And no, I don't own ZX Tunes, ZX Tunes, or ZX Gigamix still. I'll probably get em' down the road.

Tuesday, June 8, 2010

[MP3 & 2SF] Rockman Zero Collection

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[2SF] Rockman Zero Collection

[MP3] Rockman Zero Collection

part 1 | 2 | 3

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Rip Info
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Title: Rockman Zero Collection
Publisher: Capcom
Catalog Number: NTR-B6ZJ-JPN
Encoding CMD Line: -V 3 %s %d -m s -h -p -c
Lame Version: LAME 3.98.4
Release Date: June 10th, 2010
Rip Release Date: June 8th, 2010

Encoded by Nigoli

 

Notes:

Like EXE OSS, uses GBA instruments on new hardware. The BGM is a lot more clearer than Rockman Zero 1~4 on a GBA, the only downside is certain instruments sound a little off or changed, and the BGM connection for 2 Player Mode in Zero 2 is completely gone from both the collection and Music data. The Music is probably the only thing I like out of the Collection. It's still just a real shame the Gameplay is the Original size from the GBA. The only thing that's new is the Intro, again, like OSS.

Tuesday, June 1, 2010

Why the Zero Collection Sucks

Update 3:

 Didn't take that long to do either. I imagine the game process would be even simpler if they recreated BGs. When it's side/top scrolling game play where the BG repeats with jumping it wouldn't be such hard work to expand the screen. And there's only that many BGs in throughout Z1~4 that don't repeat.

 

Update 2:

Logical is using the GBA Slot, and not using more Battery Power for useless touch screen artwork that's a big distraction. Logical is not having things like blood, voices, and whole features removed from the Original games. There must be something wrong if people aren't understanding and denying what's wrong with the compilation. Especially when the Artwork Screen is bigger than the gameplay screen. I also like having features untamed, the way the developers intended it to be. My only explanation is Capcom aren't the ones that made this Collection. Inti's English branch probably did, seeing as the release dates are all so close to each other. Every English Collection out there isn't much of an improvement. The Anniversary Collection has whole features gimped from the Complete Works games (aside from the reverse buttons on the GC Ver.), the X Collection is awfully slow and doesn't sound right. All in all, lazy port is still lazy.

 

Update:

It seems as if people are having a big issue over my opinions. I'm entitled to say whatever I please and do with my Blog. Deal with it, and leave the jealously rage behind you. It's just simply a poorly made compilation next to other games. Besides, people are only going to complain the very next week about everything I'm saying right now about it all. Right? I have a right though, just like people pissed all over SOS.


GBA game size resolution with annoying Artwork on the bottom, and nothing new (I can't really count Zero 3 Card e-Reader+ as I own all of them and used most of them on Z3). They really did a lazy job with this. Everyone can say what they want about EXEOSS. But at least that had some new things and fit the DS Screen size.

 

This really isn't any better than playing on the GBA Slot of the DS or even the GB Player. And my Modification Cards are all loaded fine on my Save RAM for Z3. I would of liked to play it just for the Screen Size expansion and more face buttons. Lame

Saturday, May 22, 2010

Link PET_EX ~ Forte Version

And it was a hell of a lot cheaper than 10,249 x2. I'll probably put it next to my Twin Navi DX Edition box on my shelf. I really have no reason to open it as all my Navi Data Chips are all LV99/SP Status.

Friday, May 14, 2010

GB Music Rips

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[MP3] Rockman World

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Rip Info
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Title: Rockman World
Publisher: Capcom
Catalog Number: DMG-RWA [Game Boy]
Encoding CMD Line: -V 3 %s %d -m s -h -p -c
Lame Version: LAME 3.98.4
Release Date: July 26th, 1991
Rip Release Date: May 14th, 2010

Encoded by Nigoli

 

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[MP3] Rockman World 2

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Rip Info
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Title: Rockman World 2
Publisher: Capcom
Catalog Number: DMG-W2J [Game Boy]
Encoding CMD Line: -V 3 %s %d -m s -h -p -c
Lame Version: LAME 3.98.4
Release Date: December 20th, 1991
Rip Release Date: May 14th, 2010

Encoded by Nigoli

 

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[MP3] Rockman World 3

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Rip Info
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Title: Rockman World 3
Publisher: Capcom
Catalog Number: DMG-W3J [Game Boy]
Encoding CMD Line: -V 3 %s %d -m s -h -p -c
Lame Version: LAME 3.98.4
Release Date: December 11th, 1992
Rip Release Date: May 14th, 2010

Encoded by Nigoli

 

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[MP3] Rockman World 4

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Rip Info
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Title: Rockman World 4
Publisher: Capcom
Catalog Number: DMG-R4J [Game Boy]
Encoding CMD Line: -V 3 %s %d -m s -h -p -c
Lame Version: LAME 3.98.4
Release Date: October 29th, 1993
Rip Release Date: May 14th, 2010

Encoded by Nigoli

 

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[MP3] Rockman World 5

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Rip Info
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Title: Rockman World 5
Publisher: Capcom
Catalog Number: DMG-WMJ [Game Boy]
Encoding CMD Line: -V 3 %s %d -m s -h -p -c
Lame Version: LAME 3.98.4
Release Date: July 22nd, 1994
Rip Release Date: May 14th, 2010

Encoded by Nigoli

 

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[MP3] Rockman X Cyber Mission

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Rip Info
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Title: Rockman X Cyber Mission
Publisher: Capcom
Catalog Number: DMG-BRXJ [Game Boy]
Encoding CMD Line: -V 3 %s %d -m s -h -p -c
Lame Version: LAME 3.98.4
Release Date: October 20th, 2000
Rip Release Date: May 14th, 2010

Encoded by Nigoli

 

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[MP3] Rockman X2 Soul Eraser

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Rip Info
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Title: Rockman X2 Soul Eraser
Publisher: Capcom
Catalog Number: CGB-BXRJ [Game Boy]
Encoding CMD Line: -V 3 %s %d -m s -h -p -c
Lame Version: LAME 3.98.4
Release Date: July 19th, 2001
Rip Release Date: May 14th, 2010

Encoded by Nigoli

 

Notes:

Made it like the Family Computer 1~6 & CMG X1~6 Soundtracks with the Tracklisting again. Rockman 10's Special Stage 1~3 were a big inspiration for me to rip these the right way finally.

Thursday, April 29, 2010

Special Stage (Fakeman Stage)

Upon downloading Special Stage from the Add-On Content Menus, it'll show up in Time Attack. Stage Start. I love the color scheme here.

 

There's lots of enemies from the main game here and pits to fall in.

 

Wily Stage 1 enemies. You're pretty much forced to use Weapons of some sort.

 

Plant Mid-Boss from Hornetman's Stage.

 

Boulder Mid-Boss from Jewelman's Stage.

 

Elephant Mid-Boss from Concreteman's Stage. You'll only fight one here with a Green Ball.

 

 

Changkey Dragon Mid-Boss from Magmaman's Stage.

 

Big Weapon Energy.

 

Shark Ship Boss from Wily Stage 2. This is it for reused Bosses.

 

Enemies and Item pickups.

 

Fakeman

You might of seen more than one of these in the Ending of the Main game. He was actually planned to be a Boss in the Normal game, but ended up being recycled as a DLC Boss the last I heard about it.

 

He isn't very hard once you get the timing down. He'll run and jump around and fight round bullets at you. Jewel Satellite is his Weakness upon hitting him with it, but you could also reflect the bullets right back at him, but that only takes off 1 peg as if you were shooting the regular Rock Buster at him. Another strategy that's good incase you run out of J. Satellite is to use Magma Bazooka for the 3-way shot out of it to take 3 pegs off.

 

 

Once you defeat him you'll get a Clear Time. Unlike future games and their more than one Special Stages, you don't gain any Special Weapon upon beating him. It's kind of odd that there's an empty space in the Sub Menu for Weapons.

Blues Mode

 

Upon Downloading the Blues Mode Add-On Content, Special Games will open up and make a new selection for Blues Mode. Challenges/Achievements and All Clear Ranking cannot be counted for this game mode. Shop access is also can't be accessed by Blues.

 

You'll notice the trademark whistle from past games as he teleports in. He won't have his Shield on him for his sprite while he's standing.

 

When jumping, he'll be able to use the Blues Shield and it ricochet's enemy projectiles back at the enemy just like Jewel Satellite. Pretty much round shots like those. Anything else he'll block it with the Shield. Sliding is back from Rockman 3 on onward.

 

 

Blues will also be able to utilize Charged Shots for is default weapon.

 

Sub Menu. There's not much that can be done here for Items seeing as how Blues can't collect Screws for the Shop. You're able to pick up E and M Cans and use them just like Rockman can.

 

 

B. Coil and B. Jet. You start out with both of these. They're exactly like Rush Coil and Rush Jet.

 

   

Blues (Proto) Buster

Able to fire 2 normal bullets on the screen at a time unless you're using Blues Coil or Jet. The Charge Shot is exactly like the one in Rockman 4 and even has a new SE for charging and shooting the Charged Shot. It seems a little weaker sometimes, and you can't Charge more if you're in the Sliding state.

Shield

Have to be jumping. It'll ricochet enemy projectiles back at the enemy if they're round bullets, otherwise it blocks enemy attacks.

Sliding

Exactly like Rockman 3 and onward. This will allow you speed through and reach certain places that are small and narrow instead of using the Hornet Chaser as Rock.

Blues (Proto) Coil

Acts like Rush Coil. Perfect for trying to reach high up places.

Blues (Proto) Jet

Acts like Rush Jet. Ideal for trying to get across a certain or number or platforms.

 

 

Blues can also acquire Weapons like Rockman can.


Blues is now playable right from the start in Rockman 10, without needing any DLC to play as him. He plays exactly the same as the previous game and even has access to his own unique Shop and Screws aside from Rockman and Forte.