Hey everyone! I've decided to start up a thread for a discussion regarding Mega Man's special weapons. A lot of what I'm going to post here can be found on the wiki, but I'm posting it here so we can get more community involvement. Here are my thoughts on how Mega Man's special weapons should work (be warned, this is a long post): First, I think Mega Man should obtain each special weapon after finishing a world. The special weapon obtained should corresponds with the world just completed (e.g., Rolling Cutter from Mega Man would be obtained after completing World 1, and Metal Blade from Mega Man 2 would be obtained after completing World 2). Now, either the special weapons would be set (i.e., you always get Rolling Cutter, Metal Blade, etc.) or randomized from among all available weapons from each game (e.g., you could get Rolling Cutter one time through the game, then next time through you could get Ice Slasher, then next time you could get Super Arm). This second option would be a lot more work for Jay, since he would have to program more than forty weapons into the game in order for this to work. It would be a nice payoff, but still a lot of work. The first option would probably require some community agreement, but I do think each weapon should come from each corresponding game. As for World 7, since there was technically no Mega Man 7 for the NES (there is a fan made "demake" for PC, Rockman 7 FC, but I think we should stick to the NES games), Mega Man could get two unique weapons from defeating Bowser: Bowser Flame and Bowser Hammer. This would bump the number of his special weapons up to eight, which would correspond with the traditional number of weapons he gets in his own games. Second, I think the Rush power-ups ought to be involved. At the very least, Rush Jet and Rush Marine should be included. While Rush Marine would always be on the menu, it would only be usable in underwater areas, and it would drain at a steady rate (like in Mega Man 3), but enemies could drop weapon energy, so you would have a chance to refill it. Rush Jet should probably behave like he does in Mega Man 4, since he is super broken in Mega Man 3 (you can use him to fly anywhere). This means that once you hop on Rush Jet, he automatically moves forward, although you can hold forward or backward to speed him up a bit or slow him down a bit, and you can move him up and down. The Rush Jet Adapter and the Rush Power Adapter would be great additions as well. The number of Rush power-ups should be considered carefully, however. Too many could just be ridiculous. It should be noted that due to the necessity of Rush Coil, it would never use weapon energy, unless it was just 1 unit instead of 4 units like in the original games. Using 1 unit occasionally would be quite easy to refill through killing enemies. However, having to use it for four stages before a refill (see below) could be a bit much. Therefore, it really ought to simply not use of weapon energy. EDIT: As for obtaining the Rush power-ups, they could either simply start in Mega Man's possession, or they could be obtained from completing the first two worlds (or first four, if the Adapters are included). Rush Marine would have to be obtained after completing World 1 in order to be used in World 2, and Rush Jet could be obtained after completing World 2. The Adapters could then be obtained after completing Worlds 3 and 4, although I am personally indifferent to which one is obtained after which world. As a side note, any thoughts on Items 1, 2, and 3 (from Mega Man 2)? And how about the Balloon and Wire Adapters (from Mega Man 4)? Third, I personally think that Mega Man's special weapons should be usable at all power-up levels. There have been suggestions stating they should only be usable with a Fire Flower, but I feel that is not very practical for the following reasons. First, Mega Man is not going to have many weapons until later in the game (if the above method of obtaining them is used) and, unless they are horribly broken, they aren't going to break the game anyway, since they all have limited usage. Second, by the time Mega Man the weapons will be more useful (i.e., later in the game, in the more difficult stages), it will be more difficult for Mega Man to keep the Fire Flower power-up, and thus there would be no help from the special weapons which have been designed to help him. Fourth, I think Mega Man's Fire Storm should either behave the way it does in Mega Man (i.e., no charging, but it has that brief fire wheel around Mega Man whenever he fires the weapon) or be changed to Atomic Fire, since Atomic Fire already has a charge ability. In either case, however, I think the Fire Flower default weapon should not use up weapon energy, since it is his default weapon. Therefore, Fire Storm (or Atomic Fire) would never be a special weapon option after finishing World 1 (or World 2), since it is Mega Man's default weapon anyway. This would mean that Mega Man would never have Fire Storm (or Atomic Fire) if he doesn't collect a Fire Flower, but that seems like a small loss. Alternatively, Mega Man's power-ups could behave differently, and he could potentially never have Fire Storm (or Atomic Fire) as his default weapon. His power-ups could be: Basic: No helmet, no sliding, no charging, takes double damage (if an energy bar is implemented) Super Mushroom: Helmet, sliding, no charging, takes normal damage Fire Flower: Helmet, sliding, charging, takes normal damage This way, Fire Storm (or Atomic Fire) could be obtained as a special weapon, and we wouldn't have to worry about Mega Man making use of a special weapon without using weapon energy. Fifth, if Mega Man obtains a Fire Flower while he already has a Fire Flower, it could simply behave like a large weapon energy capsule (10 units refilled). This way, they aren't useless. They could also behave like the Weapon Energy Balancer, that is, they could refill the special weapon with the lowest energy if Mega Man has either no weapon selected or a full weapon selected. Mega Man could even have a built-in Weapon Energy Balancer, although this could be a cheat or something. Sixth, Mega Man will need a menu system, and while the menu from Mega Man and Mega Man 2 is the most simple (and possibly the most iconic), given the large selection of weapons and Rush options (12-14), a menu in the style from Mega Man 4 and up would probably be ideal. This menu style pauses the game and brings up a full-screen menu, but it has all the icons of the weapons along with the weapon names. As a side comment regarding energy bars, I think Mega Man needs one, and I'm assuming if a weapon energy bar is implemented, he would have an energy bar implemented. I propose that if he is hit, he takes damage accordingly (i.e., whichever enemy hit him), and he also loses his current power-up level. This way, he can still lose the Fire Flower and Super Mushroom (and therefore charging and sliding), but he doesn't simply die upon being hit with no power-ups. It's the best of both worlds, really. Well, that's about it for special weapon ideas. I personally think this would be the best way to incorporate the special weapons into SMBC, but I obviously don't have the final say. Any thoughts, suggestions, comments? EDIT: A couple more thoughts. Weapon energy should only be refilled at the end of each world, rather than at the end of each level. This would make special weapon usage a bit more strategic, and also more like Mega Man's games. Also, once a special weapon is obtained from the end of a world, no more can be obtained from that world. That is, using the Level Select cheat to go back to 1-4 will not get you any more special weapons, even if the special weapon is selected at random.