[Download Megaman X6 For Android

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Amancio Mccrae

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Jun 11, 2024, 7:18:27 AM6/11/24
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Browsing games was different back in the 1980s. Often you just had a one page magazine article, or even just the game box itself to go by. As a kid I didn't have much money either, and games were a bit more expensive than they are now, so a purchase was a huge risk potentially resulting in many months of disappointment. Fortunately, the clerk of my local toy store had Megaman 1 running on a demo machine in in the store's basement. It was one of those games which you could tell was special right away, and a safe buy. I enjoyed Megaman 2 as well, but by the time of the third game I had gotten a bit bored with the series. I only ever saw the 16-bit and Playstation titles in magazines.

Download Megaman X6 For Android


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When I was a bit older and the Playstation appeared, showcasing some very impressive 3D graphics and what felt like more mature games. I might've been the right age-demographic for it but couldn't afford one until the price dropped. Stores mostly ran action/arcade games so I actually discovered Megaman Legends (Rockman DASH / ロックマンDASH) in a magazine. It didn't get a great score but that didn't put me off. I think it might be my favourite Megaman game and it immediately got me drawing just like the first game had. I had the good sense to buy Megaman Legends 2, and luckily came across The Misadventures of Tron Bonne dirt cheap in a magazine trade-in store. Back then it was just an obscure title no one seemed to want.

This page collects my MML material spanning from 2000-2020. My vision for a MML3 (or "Reaverbot Legends") is likely a bit different from that suggested by MML2. People are saying "get Megaman back off the moon", but honestly, for me, the star of MML was the NPCs, Reaverbots and homely atmosphere. Honestly I felt like MML2 did more harm than good by expanding the world and story. Also, I'm not comfortable with the Reaverbots just being a bunch of robots from the earlier Megaman games, because the tone and style of MML seems so unique. Perhaps Megaman is more of an archetype which can arise in different universes because of convergent evolution, and/or just a fictional TV/game series in the MML universe.

If MML is a part of the old Megaman timeline (as suggested by a book called 'Rockman Perfect Memories'), the game is supposed to take place long after the X series in the 'Halcyon days'. The Zero and ZX series also features some of the decorative elements which are later seen on the Reaverbots and in the ruins. I think... like with the Zelda series, trying to weave the different games together results in a tangled mess that's not consistent or narratively interesting.

The game begins right away with a tutorial/setup for controlling Megaman in a confined test/obstacle chamber. Initially very standard fare, but something is off. Roll & Tron are shouting conflicting tasks and arguing. Do this, do that.Once the tasks have been completed, Mega Man overloads and begins to smoke. It was just a poor robotic (white-face) copy made by R&T. It foreshadows the use of other classic Megaman designs.

A heated argument follows, from which it can be inferred that MM is still on the moon, and that the Reaverbot situation is deteriorating. They feel a need to make some sort of fighting robots to face the danger. Also, the military have appropriated some of Tron's designs (maybe a betrayal by Roll). R&T are only sort of on the same side.

A loud alarm/siren interrupts the argument. Another Reaverbot fleet has apparently appeared (they are "swarming"). A level-S alarm? Will they have to evacuate the city?Camera exits through a window and takes to the air, circling the tall techy building (a lab HQ?), revealing we're in some sort of city on an island. Up on a roof R&T (and others) are already boarding a Flutter-type air ship. Careful with that! No time to bring everything! The ship takes off, dropping off the camera at an air field full off military ships. Scramble! Some officer lets us know that they (carbons) keep losing ships and resources dealing with these incursions. This swarm is somehow extraordinary however.

One by one the Lancer Frigates and other ships lift off as the crew finishes boarding. Emotions of suspense as they begin to engage the reaverbot swarm. Cheers as they down a few of the Reaverbot ships. Then the black fortresses & titans appear out of a looming cloud bank. Some Lancer Frigates are immediately lost, and the carbons finally realise their fate. The futile struggle plays out. Large Reaverbot landers (tanks) thunk down on the island, throwing up dust and unleashing devastation. Sound effects return, music stops and we switch to the survivors (e.g. R&T's ship), as the last Lancer Frigates attempts to buy some time.

After a journey, looking worn, they arrive on a remote island with an existing hodgepodgey city which grudgingly accepts the refugees. It's clear that fighting the reaverbots head on is a losing proposition on all fronts, as there are already other survivors there. The locals are opportunistic hardened folk and do not much care about organising for the big picture. The new arrivals do not get much help and are left in the slums to fend for themselves.

Fortunately, this island may contain the key to fighting the Reaverbots and/or getting MM home. Much talent has now gathered and a number of new digger guilds have emerged. R&T might've started their own guild, and learned how to build better fighting robots... maybe stealing those of opposing guilds ("Dorombo Gang", Bright Bats, Birdguy whatshisname). Like in MML1, resources can also be spent on helping to build e.g. housing and unlock favours/talents.

This setup allows me to feature the things I'd like to see, like an airship battle, digger guild struggle/politics. It also explains why they are at a new place starting from scratch on their own. Stylewise, I think the graphics of the original games have held up well, and using a similar style (but closer to C21 in polygon count) is probably an efficient way to produce the number of assets needed. Frankly, it would probably look and run better than something made in e.g. Unity.

I really think the MML setting is best explored through virgin eyes (maybe as a rookie digger), like in the first game. MM being stuck on the moon is an interesting thing for people to continue to fantasise about, as are the origins of the Reaverbots.

Instead, I'd have an arrogant overpowered god-form Megaman returning from the moon at the end of the game to deal with the final nasty boss (a deus ex machina moment). Then the player actually has to deal with Megaman! Whatever divine/super knowledge he had is lost when he returns to normal after being defeated.

I think I'd like to see a MML3 more focused on the digger community. Perhaps you play a guild with access to multiple characters/members (rather than captured weapons like in the NES Megaman games), and there are other rival guilds to tangle with. Some guilds can't attract stronger members so which guild one chooses affects game difficulty. Possible playable guilds:

I had some vague idea that some crippled diggers / war veterans / survivors volunteered to be turned into cyborgs by a "Professor Mily". An ulterior motive there?An old fighting-spirit grandma was put in the dreadnought... uh, gun volt. *Eyes light up, steam ejects as it raises its torso up* Robo grandma voice: GUN.VOLT.O.PE.RA.TIO.NAL---ALL.SYS.TEMS.REA.DY.

The mechanical the ogre, mechanical genius, and the leader. These are (perhaps too) similar to the Doronbo gang characters from the Time Bokan/Patrol & Yatterman series. Each encounter with them features a new big robot accompanied by smaller minion robots of an appropriate theme.

The new gang appears at various locations (City, Forest, Plains, Beach, Underwater, Mine, Ruins) but their devious plans are of course thwarted by the player as soon as announced. Each encounter grows more difficult, and if they could be done out of order, perhaps there's some scaling mechanic (more and tougher enemies). I kind of like the idea of the encounters being more of a side-thing to break up the exploration/digging... so they don't need to be plot heavy. Perhaps the strength of MML lay in its micro stories anyways.

The Trio is a replacement for the Bonnes which have sort of played out their villain role at the end of MML2, and characters having a trajectory is more interesting. The ships I drew earlier suggests that the Bonnes perhaps moved to military contracting. I can imagine an older Tron in a black suit being a corporate boss at the top floor of a fancy high-rise. Probably running a shady side hustle.

A rag-tag collection of miscellaneous diggers and mercenaries. They're not well structured and a minor obstacle, providing padding (minor encounters) where needed. I drew Protoman and Sigma here, but perhaps they're just clutzes in this universe/incarnation.

Amateur diggers (guilds and independents) are seen hanging around in the town, at dungeon/ruin entries, or on the first floor. They generally can't go deeper because the player actually needs to be the first to enter some untouched mystery areas. Some guilds block off ruin entry points, necessitating a fight. Licences and officials (guards) could also be used.

There's some evidence that MM is just a game in MML, though some sources has tied it to the post-MMZ lore (X5?) iirc, and there's the fact that Juno refers to MegaMan as MegaMan Trigger and itself as MegaMan Juno (RockMan in Japanese version?). Personally I prefer MML to be stand-alone. Anyways, somehow my evil trio (and maybe R&T) uses some kind of fragments of MM (game/comic?) data as inspiration for their creations (just an excuse for me to include these things).

In C21 online and Pokmon you can bring a few characters and swap in, so that could be an interesting way to break up the single-character monotony and do something different. Compare to e.g. MMOs like World of Warcraft, where, whilst you may have a dozen characters, they feel very isolated. However, swapping/phasing characters feels too much like magic to me, and something the NPCs would try to exploit in-universe.

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