As a side bonus I was able to speak with Dennis Engelhard, the developer of this game. *Which means we have a little Q&A below!* Feel free to read it if you are curious about the development of this game. (PRESS READ MORE) *_> Why did you decide to make a megaman fangame? What was your inspiration?_* ---------------------------------------------------------------------------------------------------- Why I decided to make it? Well mostly just because I could :D. I al_ ways loved the series (and anyone who's seen the ending of RNR knows it means a lot to me for personal reasons). But generally, the project started very slow - at first I was just experimenting to see if I could make basic Mega Man mechanics, without having plans to even make a full game. But when that worked out, I just decided to go for it. Oh, official games. Sure - my very first Mega Man game was actually Dr. Wily's Revenge on the Game Boy and a lot of stuff from that made it into RNR. So a lot of things you attribute to Mega Man 1 are actually things I was introduced to in DWR. But when I got a NES later, I immediately liked Mega Man 1 as well, especially since I saw a lot of familiar things there (and some of the Mega Man 1 stuff did influence RNR as well - like my own version of the Bubble Boss for example). *_>So you would say that Wily's Revenge out of all the classic megaman games was the one that influenced you the most?_* ---------------------------------------------------------------------------------------------------- Certainly. *_> Why did you decide to make a megaman fangame? What was your inspiration?_* ---------------------------------------------------------------------------------------------------- I began making actual stages for the game in September 2017. I was done with the full game pretty exactly two years later, but we spent some extra time on playtesting and bugfixing for three more months to polish the game. *_>How much from past megaman fangames influenced the development?_* ---------------------------------------------------------------------------------------------------- Past fangames? Well obviously "Super Fighting Robot", as you know I gave one of the bosses a cameo with a snippet of the old stage. Other than that, "Mega Man Unlimited" is certainly a good one that I enjoyed. Not sure if it influenced anything though. At least not conciously. *_>Are there any scrapped or cut features/levels/characters?_* ---------------------------------------------------------------------------------------------------- Features and characters not so much, but certainly levels. I was learning how to make these while developing - so every once in a while, I was looking back at the older stages in the game and just redid them from scratch when they didn't meet my standards anymore. There are at least 5 stages that not even my playtesters have ever seen. *_> Are you planning on developing another fangame or do you think you won't do one again?_* ---------------------------------------------------------------------------------------------------- Another fangame could maybe happen, but not immediatly. I want to keep making games, but I am doing something original next, not a fangame. But I'm not giving out details until I have a working game-core and am really sure that I'm going through with it. *_> Was Reactor man inspired by Quickman?_* ---------------------------------------------------------------------------------------------------- "Inspired" is probably saying to much - it's more that I wanted to do the concept right. Quickman's stage (or Rainbow Man's in Unlimited for that matter) basically demands that you know the exact layout of a room BEFORE you enter it, otherwise you're dead. I wanted to do the lasers, but without being unfair like that. *_> Are there some similarities between Knight Man's stage and Ghost Woman? (or better, if ghost woman's stage was influenced a little by knight man or it's just a coincidence) I saw the little easter egg with knight man punching a dummy, before seeing this I had a suspicion of knight man influencing Ghost Woman, but after finding it I think that's true. Or it isn't?_* ---------------------------------------------------------------------------------------------------- I was getting more inspiration from Castlevania and Bloodstained than from MM games for that tbh. Where do you see the similarities? Besides it being a castle I mean *_> Also, did you put the jumpscare in ghost woman to jumpscare people?_* ---------------------------------------------------------------------------------------------------- Yes *_>Was Dune Woman's stage inspired by arabian culture?_* ---------------------------------------------------------------------------------------------------- Well, obviously. The Mets with the fezes, the buildings and Dune's general design, yes. *_>Now that I think of it, is there a reason of why there's no bolts and no shop? Was it because you wanted to be as faithful as the classic sixtology? Or is that the shop didn't add anything else of value? Or is there another reason?_* ---------------------------------------------------------------------------------------------------- Well like you said, the original games did not have the shop, so for me personally nothing is missing anyway. And actually, not only does the shop not add anything of value, it actually takes something away. If we look at MM9 a lot of secrets/weapon-uses/Rush-situations just give you bolts. You could use these to buy an E-Tank. In Rock N Roll, the stage rewards finding secrets/weapon-uses/etc. with an E-Tank right away. Or a W-Tank. Or a Letter. I find it way more appealing to actually have that stuff in the stages instead of just handing out currency.
Really well made video. I'm in pretty broad agreement as well! Tide Man's stage is also my personal favourite. It look and sounds great. And yes, the Beetle Drones... I love them, but they're also useless. A couple of things: if you die at the capsule, that does count as a checkpoint. I'm also fine with the locations of the hidden bosses, and don't feel they all needed to be obvious seeing as they are technically "optional". The only real nitpick (I'm tiquismiquis) I have is the Wily castle. With the exception of the really good Research Lab, the other levels blend together, and could stand out more visually. Lastly, better than Rockforce/Unlimited or not, what I can say is that all three of these games really go to show what fangame developers are capable of - creating better games than Capcom themselves! And for sure, Rock n Roll is a fantastic game.
Didn't know that it counted as a checkpoint! Thanks for letting me know. And absolutely, those games really show the passion and understanding of what the fans really want, I feel that Megaman 11 (A game I might review in the future) is a great game though, and even if it doesn't follow the sprite legacy it's a really enjoyable experience.
@@TheRubenazo @TheRubenazo I actually love 11 myself. It was a fresh take on the series with some great enemy, level and boss designs, and a very different soundtrack I personally really liked. I'd be interested to see your review. MM8 also departed from the 8-bit art style, but that game... not that keen on it! Even though it's technically fine.
The game on its own and as a Mega Man game is fantastic, but what really sold it for me was being able to play as Roll. I once heard that Roll was initially going to be playable in Mega Man 2, but Capcom scrapped the idea. Mega Man 2 may not be all that well designed in retrospect, but it still could have been my favourite subjectively if the younger sister was playable. :)
About Reactor Man vs Snow Roller: Reactors have to be cooled down, normally with water under prolonged duration, which doesn't fit fast gameplay, thereby ice projectiles for fast cooling.
@@DrLatency-v6b My bad! I meant it in a way that is faster setting then prolonged cooling by submerging it in water. I'm not the best in use of Englush.
@@Wieboat my apologies, made that comment when i was mad, although some enemies take way more hits than they should, i.e the spiders and the magma fuckers
Great review, but some of your observations regarding level design make little sense to me. For instance, the bit about the waterfall in Polar Woman's stage: You can clearly see there is a hole hidden behind the waterfall if you are paying attention. There are two different styles of waterfall, the ones without holes don't have spaces between the water and the wall. Second, having some annoying nonsense right before the boss gate is common even in official games.
No it's very well balanced the mega man games on nes are considered to be difficult and they are but they are beatable i played and beat 1-5 on nes i never played 6 on nes but i bet its awesome aswell
As a side bonus I was able to speak with Dennis Engelhard, the developer of this game.
*Which means we have a little Q&A below!* Feel free to read it if you are curious about the development of this game.
(PRESS READ MORE)
*_> Why did you decide to make a megaman fangame? What was your inspiration?_*
----------------------------------------------------------------------------------------------------
Why I decided to make it? Well mostly just because I could :D. I al_ ways loved the series (and anyone who's seen the ending of RNR knows it means a lot to me for personal reasons). But generally, the project started very slow - at first I was just experimenting to see if I could make basic Mega Man mechanics, without having plans to even make a full game. But when that worked out, I just decided to go for it.
Oh, official games. Sure - my very first Mega Man game was actually Dr. Wily's Revenge on the Game Boy and a lot of stuff from that made it into RNR. So a lot of things you attribute to Mega Man 1 are actually things I was introduced to in DWR. But when I got a NES later, I immediately liked Mega Man 1 as well, especially since I saw a lot of familiar things there (and some of the Mega Man 1 stuff did influence RNR as well - like my own version of the Bubble Boss for example).
*_>So you would say that Wily's Revenge out of all the classic megaman games was the one that influenced you the most?_*
----------------------------------------------------------------------------------------------------
Certainly.
*_> Why did you decide to make a megaman fangame? What was your inspiration?_*
----------------------------------------------------------------------------------------------------
I began making actual stages for the game in September 2017. I was done with the full game pretty exactly two years later, but we spent some extra time on playtesting and bugfixing for three more months to polish the game.
*_>How much from past megaman fangames influenced the development?_*
----------------------------------------------------------------------------------------------------
Past fangames? Well obviously "Super Fighting Robot", as you know I gave one of the bosses a cameo with a snippet of the old stage. Other than that, "Mega Man Unlimited" is certainly a good one that I enjoyed. Not sure if it influenced anything though. At least not conciously.
*_>Are there any scrapped or cut features/levels/characters?_*
----------------------------------------------------------------------------------------------------
Features and characters not so much, but certainly levels. I was learning how to make these while developing - so every once in a while, I was looking back at the older stages in the game and just redid them from scratch when they didn't meet my standards anymore. There are at least 5 stages that not even my playtesters have ever seen.
*_> Are you planning on developing another fangame or do you think you won't do one again?_*
----------------------------------------------------------------------------------------------------
Another fangame could maybe happen, but not immediatly. I want to keep making games, but I am doing something original next, not a fangame. But I'm not giving out details until I have a working game-core and am really sure that I'm going through with it.
*_> Was Reactor man inspired by Quickman?_*
----------------------------------------------------------------------------------------------------
"Inspired" is probably saying to much - it's more that I wanted to do the concept right.
Quickman's stage (or Rainbow Man's in Unlimited for that matter) basically demands that you know the exact layout of a room BEFORE you enter it, otherwise you're dead. I wanted to do the lasers, but without being unfair like that.
*_> Are there some similarities between Knight Man's stage and Ghost Woman? (or better, if ghost woman's stage was influenced a little by knight man or it's just a coincidence) I saw the little easter egg with knight man punching a dummy, before seeing this I had a suspicion of knight man influencing Ghost Woman, but after finding it I think that's true. Or it isn't?_*
----------------------------------------------------------------------------------------------------
I was getting more inspiration from Castlevania and Bloodstained than from MM games for that tbh. Where do you see the similarities? Besides it being a castle I mean
*_> Also, did you put the jumpscare in ghost woman to jumpscare people?_*
----------------------------------------------------------------------------------------------------
Yes
*_>Was Dune Woman's stage inspired by arabian culture?_*
----------------------------------------------------------------------------------------------------
Well, obviously. The Mets with the fezes, the buildings and Dune's general design, yes.
*_>Now that I think of it, is there a reason of why there's no bolts and no shop? Was it because you wanted to be as faithful as the classic sixtology? Or is that the shop didn't add anything else of value? Or is there another reason?_*
----------------------------------------------------------------------------------------------------
Well like you said, the original games did not have the shop, so for me personally nothing is missing anyway.
And actually, not only does the shop not add anything of value, it actually takes something away.
If we look at MM9 a lot of secrets/weapon-uses/Rush-situations just give you bolts. You could use these to buy an E-Tank. In Rock N Roll, the stage rewards finding secrets/weapon-uses/etc. with an E-Tank right away. Or a W-Tank. Or a Letter.
I find it way more appealing to actually have that stuff in the stages instead of just handing out currency.
Im gonna give this video 10 E-tanks because it was amazing
Reactor Man is weak to Snow Roller because if you cool down a reactor too much, it stops producing power and shuts down.
Really well made video. I'm in pretty broad agreement as well! Tide Man's stage is also my personal favourite. It look and sounds great. And yes, the Beetle Drones... I love them, but they're also useless.
A couple of things: if you die at the capsule, that does count as a checkpoint. I'm also fine with the locations of the hidden bosses, and don't feel they all needed to be obvious seeing as they are technically "optional".
The only real nitpick (I'm tiquismiquis) I have is the Wily castle. With the exception of the really good Research Lab, the other levels blend together, and could stand out more visually.
Lastly, better than Rockforce/Unlimited or not, what I can say is that all three of these games really go to show what fangame developers are capable of - creating better games than Capcom themselves!
And for sure, Rock n Roll is a fantastic game.
Didn't know that it counted as a checkpoint! Thanks for letting me know.
And absolutely, those games really show the passion and understanding of what the fans really want, I feel that Megaman 11 (A game I might review in the future) is a great game though, and even if it doesn't follow the sprite legacy it's a really enjoyable experience.
@@TheRubenazo @TheRubenazo I actually love 11 myself. It was a fresh take on the series with some great enemy, level and boss designs, and a very different soundtrack I personally really liked. I'd be interested
to see your review. MM8 also departed from the 8-bit art style, but that game... not that keen on it! Even though it's technically fine.
The game on its own and as a Mega Man game is fantastic, but what really sold it for me was being able to play as Roll. I once heard that Roll was initially going to be playable in Mega Man 2, but Capcom scrapped the idea. Mega Man 2 may not be all that well designed in retrospect, but it still could have been my favourite subjectively if the younger sister was playable. :)
About Reactor Man vs Snow Roller: Reactors have to be cooled down, normally with water under prolonged duration, which doesn't fit fast gameplay, thereby ice projectiles for fast cooling.
"fast gameplay" in mm r&r are you joking lol
@@DrLatency-v6b My bad! I meant it in a way that is faster setting then prolonged cooling by submerging it in water. I'm not the best in use of Englush.
@@Wieboat my apologies, made that comment when i was mad, although some enemies take way more hits than they should, i.e the spiders and the magma fuckers
@@DrLatency-v6b No worries! Yeah, those enemies are a hassle to deal with.
4:44 The editing made me crack up XD
SUB FOR YOU MY DUDE!
Your channel is so underated. It is so good 😊
Great work man 😃
what FANTASTIC review my man! the editions are really good in the video
Hola Amigito
ah yes. a great video once again.
12:42 You can actually cheese the attack by standing near her.
Great review, even with a few nitpicks (mainly the fact that Roll is plain better and certain boss weaknesses)
thank you reference-man
hey what about Missile Man???
Wow only 22 views this is great
thank you normie
@@TheRubenazo Any time
Where's Missile Man preview?
Great review, but some of your observations regarding level design make little sense to me. For instance, the bit about the waterfall in Polar Woman's stage: You can clearly see there is a hole hidden behind the waterfall if you are paying attention. There are two different styles of waterfall, the ones without holes don't have spaces between the water and the wall. Second, having some annoying nonsense right before the boss gate is common even in official games.
Where's Rocket Man
Missile man?
Rock n Roll is pretty good but it's too hard
No it's very well balanced the mega man games on nes are considered to be difficult and they are but they are beatable i played and beat 1-5 on nes i never played 6 on nes but i bet its awesome aswell