#mega man unlimited
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inifinitypink · 3 months ago
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rainbow-choco-cookiez · 30 days ago
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Comet Woman is Shining Glitter Cookie's favorite Robot Master!☄️💖
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doamarierose-honoka · 6 months ago
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Mega Man Unlimited 2 Debut Trailer
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foximator-blog · 1 year ago
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I don't post that often anymore... but I'm not dead! Lately I've been drawing classic mega man weapons in the MM11 style. But as a stylistic choice, I decided to keep the classic NES colors too. (Especially since back in the day, multiple robot masters would share a primary color).
These are the weapons I'd usually go for first when playing 1-5 (pretending 1 is the powered up version.)
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As a bonus... I have a few fangame weapons too. So far Rock force, Unlimited, SFR, Dr Wily's Final Attack, and Rocks! Are being represented. With Scorching spear being my stylized Redesign version of the weapon.
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classicdatabase · 1 year ago
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CD Entry #004
Capcom is, at this point, somewhat known for their usually hands-off approach to Mega Man fangames, allowing the community creating and supporting these projects to flourish. In the early 2010s, however, they interacted far more with those passionate about the series, notably with their ‘Capcom Unity’ blog and their support and licensing of Street Fighter X Mega Man in 2012. One example of this interaction that likely wasn’t nearly as intentional, however, was the website for Mega Man 10.
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The problem here may not be immediately obvious for those not versed in popular fan works, but it becomes glaring if noticed: the background used here behind the game overview (and, in fact, all tabs of this info box) is not only absent from Mega Man 10, but every official game in the Mega Man series. It instead belongs to the stage of ‘Comet Woman’ from the fangame known today as Mega Man Unlimited.
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Before the announcement of 10 and this website’s launch in 2009, however, said project was also named Mega Man 10, as 9 had been the most recent entry at that point. It’s therefore likely that this inclusion was done entirely by accident, possibly from the creator of the website not being familiar with the series and using an image from a search engine without checking its legitimacy. As far as internet archives have saved, it appears this error was never corrected during the website’s life, and while the site appears to be nonfunctional today, it can be visited in its original state on the Wayback Machine here. As for the fangame itself, its renaming to ‘Unlimited’ occurred around this time because of this, and it is remembered more in that form today than from its time as the unofficial 10th entry.
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pitagain · 2 years ago
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#365DaysOfVGM Day 60:
Chasing Eternity [Endless Attack] (Mega Man Unlimited [Fangame, 2013, update in 2014])
The nostalgic times of listening to symonikev’s music (Back when the username was music was "kevvviiinnn") long before I even had the courage to actually talk online. I'm talking a good 5 or 6 years before, I can't help but thank the guy for providing me moments of comfort with his music whenever I felt lost.
I specifically chose this track, because it feels like a culmination of most moods from those old original Mega Man works; melancholy, optimistic, intriguing, suddenly catchy, energetic in the coolest moments, a tad bit trippy, it’s all here.
I still personally like the game itself a lot, finding it to be the existing Mega Man franchise's most difficult qualities put into their extremes, for the better or worse; it's the tough, unforgiving game the general public made the old NES titles out to be, and if that sounds like your kind of thing like, then you're in for one of the most satisfying fangame experiences of your life, made by a team of strong-willed fans!
Check out symonikev's new works too, channel's still up and running with a stronger identity than ever before!
(Length before loop: 2.5+ minutes)
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tuliptheoshawott · 2 years ago
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why did i do this
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fell-maverick · 3 months ago
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His Spitting Image
I fully believe that MMZ timeline Zero is more than capable of showing other emotions outside of seemingly broody and grumpy.
The games just aren't able to show it because the guy never has any downtime.
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jeffpennington · 1 year ago
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It's another year another #artvsartist where I'm joined by a lovely guest in my center square
It’s certainly been a year! Which is exactly what I said last year I think? Uh oh lol
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alexandriaisburning · 16 days ago
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046: Virtua Unlimited Project
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CANON FIRE is made possible by the generous contributions of readers like you. Support more writing like this on Patreon. Thank you!
Virtua Unlimited Project owes the Mega Man Zero series a debt so large that it could fund a new entry in the series. Which is good, since it essentially operates as one. With familiar movement, tech, and level design, Virtua Unlimited Project synthesizes and straight up steals many of the aspects that made Inti Creates’ take on Mega Man so memorable. 
But while Inti’s games were known for their ambitious and often uneven shakeups of the formula and unreasonable difficulty, VUP is a more straightforward game, made to be playable by normal human beings. On its hard difficulty, it lands closer to the Mega Man X series in terms of difficulty and structure. 
Protagonist Aizawa Kana is equipped with a saber and buster, and while she never receives any other weapons, there’s plenty of variety in her armament thanks to new techniques earned by each boss. Each boss bestows elemental modifiers, saber techniques or projectiles, alongside a more powerful super attack than can be used when your meter fills. These range from simple shields, screen clearing attacks and even whole new movesets. This is unbalanced as it sounds, but gives you plenty to play with. 
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Movement is snappy and fast, with the familiar set of dashes and wall jumps, bolstered by a dive kick that allows you to pogo off of enemies and bosses. None of the recovery frames seen in some Mega Man entries is present here, and combined with generous hitboxes, running through familiar stages is nearly effortless.  
Thanks to this hypereffective toolset, enemies rarely stand a chance, and most stages are likely to provide low resistance unless you push for a higher difficulty or rank. VUP seems to follow the philosophy of the Gunvolt games, allowing you to blunder through the game with unlimited lives and frequent checkpoints, and reserving the real challenge for return trips. 
Without a dedicated way to retry stages, practicing them for the S-rank will be a bit more tedious, but VUP at least allows you to retry bosses an unlimited amount of times, and this was easily where a large chunk of my time ended up going. VUP’s systems drive a mindset not dissimilar to character action games--where finishing a fight is only the initial goal, with the true objective being returning to do it with flawless style. 
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With practice you can not only finish a fight without damage, but sometimes even under 30 seconds, thanks to VUP’s combo system. VUP ressurrects Mega Man Zero’s unique combo system, allowing you to attack bosses during their invincibility frames if hit with the right moves. The priority system here is much more intuitive than any of the games in the Zero system, and you’ll generally find big damage payouts simply by chaining charge shots into saber combos or special moves. 
The combo system is rather “loose”, allowing you to get away with many combinations of attacks, in many different orders, to the point that I sometimes wondered if bosses even had invincibility frames. The high damage output is balanced by the lack of stagger on most attacks, forcing you to deliberately put yourself in danger the longer the combo you’re attempting goes on. 
It takes the best part of Mega Man Zero’s combat without the esoteric restrictions and frustrations of it. That can make it feel “sanded off” in comparison, but the variety of expression it gets in exchange feels like a fair trade. 
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As smooth as it is in most places, it’s surprisingly unpolished in many others. The most standout issue is the translation, which is generally intelligible but full of grammatical errors, awkward phrases and generally of poor quality. The story it’s telling isn’t too interesting, with some allusions to virtual societies and what is real, but with predictable beats that have been done better, even in other Mega Man Zero style games. 
Aside from a few fun character interactions, there’s little compelling about its narrative or world design, something that was arguably one of the best parts of the series it’s imitating. With such specific and thought out combat, it’s unfortunate that the narrative feels like such an afterthought. 
Even with these clear narrative flaws and limited budget, Virtua Unlimited Project is a clear passion project. I cannot impress enough how much it earns from nailing the sensation of what makes the Mega Man X and Zero games feel good. It’s something that’s so tough to get right, even the series creator’s have struggled to pull it off. 
Virtua Unlimited Project channels that desire that the best action games inspire--the desire to pull something off not because it’s the most efficient or effective, but because it looks so damn cool. It’s that desire to push up against the limits of the system, and see what you can get away with. That makes it not only a worth successor to the Mega Man Zero series, but a worthy entry in the catalog of great action games.  
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You can't just start talking about Project Moon in front of me, I'll still find some way to make it about MMX. I'm normal about Gate okay everybody shut up!!! It's right there in the blog title I'm SO normal
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inifinitypink · 9 months ago
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SWN . 009
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ribbononline · 4 months ago
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Howdy just wanted to let you know how much I love your fantasy AI and how cute the designs are!
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Assuming you meant Fantasy AU haha- Thank you! Ive admittedly been playing with their design a little in the background (And it hink I posted some sketches before? though im unsure if I tagged them) since some of them looked. a little too human ((sorry archie i LOVE selkies but untransformed it truly is just a fur coat. which. isnt great for a more tropical setting)) but the core of it has never changed lol I love modern fantasy
The designs are half inspired by Pokémon now, though not tooooo intensly.
Max is still mosty faun, but leant a little more into full furry for him I guess. Cope old man.
Archie has been changed from selkie which HORTS but alas i lacked the skills to draw him cool. He's just a general mercreature now. He has legs but he's half fish in design he can breathe underwater. You get it
Others I've had thoughts on:
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May gets to be torchic in harpy form. She's a rare case, as she can naturally do some magic! She can Breathe Fire. Very fun for her parents. She can't fly, but she can kind of flutter- which is great for parkouring around! Active kid. Due to lacking arms/hands she uses her legs/talons for most things instead
I want Courtney to be Meowstic inspired, probably with some/devil/demon inspo for the monster part? But I admittedly haven't thought of a design Im happy with yet. She also has some natural magic! Again, not supposed to be very common. She can levitate stuff and throw around psychic shockwaves if she's mad. She tried studying to be a witch for a little while, but she didn't really like it.
Lisia is Mostly Just Regular Lisia except the cloud fluff on her outfit is part of her lol. She's a combination of Swablu inspired and a full on wind spirit. She looks normal most of the time but if a strong wind catches on her physical form literally temporarily blows away into clouds. She can control the condensation in the air around her- which is almost entirely useless, except she can use it to create rainbows behind her. Great idol trick
Zinnia gets some fun dragon traits, and also lives up to her Lorekeeper title. While there's plenty of common spells written down and going around, Zinnia has access to and protects a lot of more powerfull forgotten stuff. Most imporantly Delta Magic, which... Functions via Totally Not Mega Stones, and allows the user unlimited access to type magic for as long as it's active. It's pretty draining, but it's the only time that actual world changing magic can be made to happen, rather then more mundane or minor stuff
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jooheons · 2 years ago
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spider-man 2099 / miguel o’hara reading guide 
miguel o’hara was a young genetics genius employed at mega corporation alchemax, in the future city of nueva york of the year 2099 (a future universe where all superheroes got wiped out). he became spider-man when one of his experiments to replicate the powers of spider-man is used against him, his dna is rewritten and became fifty percent spider. 
essential reading:
spider-man 2099 (1992), #1-10
spider-man 2099, #11-14
spider-man 2099 annual, #1
2099 unlimited #1-3 *
spider-man 2099, #15
ravage 2099, #15 *
x-men 2099, #5 *
doom 2099 (1993), #14 *
punisher 2099 (1993), #13 *
spider-man 2099, #16-22
spider-man 2099, #23-33
2099 unlimited #8 *
ghost rider 2099 #7 *
spider-man 2099, #34-38
spider-man 2099 special #1
spider-man 2099 meets spider-man #1
2099 unlimited #9-10 *
spider-man 2099, #39-46 *
2099: world of tomorrow (1996), #1-8 *
2099: manifest destiny *
* in early 1996, editor joey cavalieri was fired. it led to the cancellation of the 2099 titles. for spider-man 2099′s case, peter david (creator and writer) chose to resign in solidarity with his editor, finishing his run with issue #44. the last two issues of spider-man 2099 were done without his input and the series ended with issue #46.
* cross-overs are optional reading, they’re grouped together with the original spider-man 2099 issues because it’s part of their collection. 
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non-essential reading (crossovers):
fantastic four 2099 (1996), #4, #6, #8
captain marvel (2000) #27-30
exiles (2001-2008), #72 *
exiles #75-99 
exiles annual #1
timestorm 2009-2099 (2009),  #1–4 *
* exiles!miguel is a variant (not the same from his 1992 run), he’s from earth-6375 here. 
* timestorm!miguel is a variant, he’s from earth-96099 here.
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semi-essential reading (main marvel universe):
superior spider-man (2013),  #17-21
superior spider-man #22-26
superior spider-man annual #1
superior spider-man #27-31
superior spider-man annual #2 
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essential reading (spider-verse event):
spider-man 2099 (2014) #1-5
amazing spider-man (2014) #1
amazing spider-man (2014) #9-15
spider-man 2099 (2014), #6-12
spider-man 2099 (2015), #1-5
spider-man 2099 (2015), #6-10
spider-man 2099 (2015), #11-16
spider-man 2099 (2015), #17-21
spider-man 2099 (2015), #22-25
spider-man 2099 meets spider-man (1995)
amazing spider-man (2018), #32-36
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semi-essential reading (back to 2099):
spider-man 2099 (2019)
spider-man 2099: exodus alpha (2022)
spider-man 2099: exodus #1-5
spider-man 2099: exodus omega
spider-man 2099: dark genesis #1-5
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other media:
spider-man: shattered dimensions (2010, video game)
spider-man: edge of time (2011, video game)
ultimate spider-man, the spider-verse: part 1 (2015, animated series)
spider-man: into the spider-verse (2018, film)
spider-man: across the spider-verse (2023, film)
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this reading guide will be updated should any upcoming projects arise! 
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emmakennedywrites · 25 days ago
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Hello Tumblr! I wanted to introduce you to my debut book, Golden Ruin. It came out 10/4/24 and is available on Kindle/Kindle Unlimited, Audible, and paperback wherever you like to buy books!
This isn’t the Wild West you’ve seen before.
In the aftermath of a chaotic gold rush and the resulting war, a mega-corporation emerges, seizing control of the nation’s gold and the technology produced from it. Those defeated scattered to the coasts, left to fend for themselves. The once vibrant California now contends with radiation, harsh elements, and bandits. 
Cassidy moves to one of California’s last two surviving towns for one thing: to save her life. Suffering from a mysterious illness, Bell Valley is her last chance at finding a cure. Despite her best efforts to keep her distance, she’s drawn to the town and its locals. New beginnings are hard — even harder in the wastelands, and it doesn’t help that her enigmatic boss, Willa, wants nothing to do with her. 
But as things start to change between the two of them, Cassidy is being tracked by a man with a dangerous bounty on her. Will she be able to save herself before it’s too late?
Stardew Valley meets Westworld in this emotional adventure in the wastelands. 
Golden Ruin is a sci-fi/western with a slow-burn sapphic romance. This book is a standalone.
Tropes: found family, small town, forced proximity, dystopian landscape 
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archoneddzs15 · 2 months ago
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Sony PlayStation - Rockman Complete Works: Rockman (Mega Man 1)
Title: Rockman Complete Works: Rockman / ロックマン
Developer/Publisher: Capcom
Release date: 5 August 1999
Catalogue No.: SLPS-02220
Genre: Blast-Em-Up Platform Action
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In the future city of Monsteropolis, the use of robot labor has helped civilization grow more than ever before. At the forefront of this technology are Dr. Light and his assistant Dr. Wily, who are commissioned to build six robots to handle a variety of specific tasks. They are named Bombman, Gutsman, Iceman, Cutman, Elecman, and Fireman, in reference to their individual prime functions. Dr. Wily, however, has bigger plans and chooses to take control of the robots and let loose destruction in a bid for world control. Dr. Light fights back with the best tool he has, an experimental human-like robot, Rockman aka Mega Man, who had been tested to perform cleaning duties. Now properly armed, it's up to Rockman/Mega Man to take on the maverick robots, fight his way into Dr. Wily's castle, and end this madness.
Originally debuting on the Famicom, the Rockman Complete Works series contained enhanced 32-bit PlayStation ports of the first six Rockman/Mega Man titles (Mega Man 1 - 6) with extra bonus features including freshly arranged soundtracks, a new user interface, a hints system, and some post-game bonus content. Priced at 2,800 JPY each, the Rockman Complete Works range were eventually ported to the PlayStation 2, Game Cube and XBOX (including Mega Man 7, Mega Man 8, and two Mega Man arcade games) by Atomic Planet under the title "Mega Man Anniversary Collection", released exclusively in the West. The PS2 and Game Cube versions were released simultaneously in 2004, and truth be told, it has to be said that Atomic Planet did not do a good job with the PS2, Game Cube and XBOX ports. The PS2 version only supports 480i resolution, has most of the Rockman Complete Works features stripped, and has very noticeable volume issues. Plus, the PS2 version forces you to use the DualShock 2's analog sticks for character movement. No D-Pad action.
But it's not just the PS2 build that has issues. The Game Cube version does not feature remixed music at all, owing to the limited storage capacity of Game Cube discs which top out at 1.4 gigabytes per disc, and worse, famously has the backwards controls where the B button on the Game Cube controller is for "Jump", and the giant A button on said controller is to "Fire" the blaster gun. It's a shame really, but Atomic Planet wasn't done yet. In 2005, the XBOX version of Mega Man Anniversary Collection was released. The XBOX version has the same audio issues as the PS2 build in regard to audio distortion at high volume, but it supports 480p resolution. But the XBOX version also introduces graphical glitches that are not present in the Game Cube or PS2 version. Mega Man Anniversary Collection is a backward-compatible title for the XBOX 360, but when you play it on an XBOX 360, it has even WORSE graphical glitches!
*sigh*... Rant aside, Rockman's graphics aren't exceptional, but at least they look clean and well-defined. You'll face a wide array of enemies, but most are small, and some are as simple as floating blocks. The game provides unlimited continues, so you can always pick up right where you left off. Rockman's tunes are catchy and should bring back fond memories for long-time NES/Famicom players. It may not look like much, but Rockman's well-conceived gameplay has managed to withstand the test of time. The real meat and potatoes for this PlayStation port are indeed the arranged soundtrack and the Navi mode which actually gives the game a fresh new HUD and actually eliminates sprite flicker! How about that for cool?
Oh, and I have to make mention of the fact it does support the Sony PocketStation memory card gadget thingy. Sony's rip-off of the Dreamcast's VMU actually contained some minigames that you could transfer to from select PS1 games, and this game definitely belongs there.
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