Friday, December 14, 2018

Technical Reasons Prevented "Jumping Through Boss Doors" in Mega Man 11, Says Producer


Jumping through boss doors is an age-old Mega Man tradition. It's not in every game but when it is, it's fun. If you're like me, you did it all the time. And if you're also like me, you were a little surprised that, for one reason or another, it wasn't included in Mega Man 11. But why? Well, friends, today we have our answer.

In a recent interview with Game Informer, Mega Man 11 producer Kazuhiro Tsuchiya explained that since there are areas in the game "connected by horizontal shutters placed in the floor," they "unified" the movement to make things a bit more consistent. Tsuchiya further explains, "if players were to slide onto the shutter, they would then fall into the area below in the same pose, which would be unnatural."

So that's that. I'm glad Tsuchiya had a rationale behind it, really. It's not the greatest answer to the question but it's better than something like, "we totally forgot about it" or "we didn't consider it." I suppose now that Capcom know there's some demand to it, we can only hope leaping through boss doors will return in Mega Man 12 and so on!

Source: Destructoid

10 comments:

  1. I think in every 2.5D Mega Man game its been like that, so I'm not surprised but I do wish it was still in to some degree.

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  2. hmmm, 3D graphics is soo much better than 8-bit huh?

    why can 8-bit do this no problem, but 3D graphics can't? so better, such advance, wow!

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    1. They can't stick with 8-bit forever. As nice as it looks, they have to move on to keep the games fresh and attract a modern audience.

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    2. You know there are many technical limits to 8-bit as well right? It's an 8-bit game for goodness sake.

      That said I do prefer hand drawn graphics to 3D for 2D scrollers Cuphead, Shantae, DuckTales remastered, Wario Land: Shake It!, Gris, Monster Boy and the Cursed Kingdom etc etc

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    3. It doesn't have any to do with the graphics. Do you even program?

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    4. Erik, use your head. It's possible to end up in glitched areas in 8-bit titles too. These areas are unreferenced in the game data and load garbage graphics because there are no pointers associated with them. It was very possible to do this in Air Man's stage in Mega Man 2, to name a specific example. There are "areas" after boss rooms, but there's literally nothing but empty space for the cartridge to load and thus it's forced to improvise with messed up tiles.

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  3. Technical reasons? Unnatural? Dude, these are video games. They don't have to make sense. Some things can be left unnatural, and still be fun!

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    1. I would have loved power sliding my entrance through the roof of an area.

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  4. I understand the reason, but would it REALLY be that hard to have patched it in?

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  5. Pretty lame excuse. Just have him default to his jumping pose if he happens to be sliding while falling into a door.

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