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I love this little nigger determination at run
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>>11055853
I like the chibi mega man style and hated the kid version of 7/8/
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>>11055885
I suspect that anyone who likes the MM7 sprite is a psychopath.
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>>11055885
There's nothing "kiddie" about MM8's sprite aside from the voice.
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>>11055853
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>>11056438
Looks weird, like that shitty frame interpolation stuff. The only good one I've seen out of these is the Samus one
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>>11055885
7/8 is just the proportions of most official Japanese artwork to that point actually implemented in a sprite though. 7 isn't the prettiest, but I love the """overanimated""" take in 8 and R&F
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>>11056438
This stuff probably gets too much hate around here, but to be fair in this case there's some unwarranted swapping of classic Japanese animation visual principles for character "runs" with a much more westernized (and modern) take on those principles. Also, the "upgrade" label feels like downright bait lmao

It's usually the problem with these modern artists, both in game animation and in animation in general; they apply principles in a rigid, "universal rule" way rather than actually thinking about context or simply in what compliments or works for a particular use case. That's why most modern stuff trying to look traditional, including pixel-art based games, tend to have a same-ish feel.
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>>11056451
>"""overanimated"""
It's just cartoony.
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>>11055995
NTA but 8s sprite is very soft and rubbery; His highlights and rounder shape makes him look more like an inflated balloon animal than a robot which is compounded by the smooth animation.

8s spritework is gorgeous, don't get me wrong, but I the stilted robotic stride of the NES entries does a much better job at showing how, well, robotic MM is. The absence of squash and stretch coupled with his more stilted movements and unwavering look on his face helps ground his lack of humanity.

It unironically compliments his character better.
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>>11056438
delet this
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>>11056487
nah it's overanimated. it means too much animation. one can imagine something looking both too cartoony and underanimated.
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>>11055853
Needs more frames
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>>11057074
>nah it's overanimated.
How?
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>>11056438
Capcom, hire this man!
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>>11057118
Too many frames.
MegaMan's running animation is 12 FUCKING FRAMES.
Not even CPS1 had that grotesque amount of frames for a single sequence.
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>>11056438
Inti Creates did something similar and ended looking like shit
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>>11056451
>>11056571
>>11057329
It's literally what Capcom always envisioned the games to look like to begin with. Besides, Capcom wanted more animation in all their 2D games in the late 90s.
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Unpopular opinion but I've always preferred the Wily Wars sprite. It's got just enough detail but still simple enough to fit the classic pose.
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>>11055885
I love the artstyle of 8 but it plays like shit.
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>>11057090
BOUNCIER!
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>>11057613
Idk, it's slow but plays ok to me. Even if it didn't, it's so ridiculously easy that it really wouldn't matter.
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>>11057343
You can tell at first sight that those extra frames would make the sprite "slide" over the environment if MM still moved at the same rate as it does in-game. And if you make the animation proportionally faster to compensate, the results are pretty goofy.

Curiously, the MM8 animation also reflected the slow pace of the game, but when the animation was speeded up for Mega Man & Bass it still looked ok (or as ok as it did in MM8).

This is the problem with these self-satisfied quantitative "fixes". They ignore or more likely simply don't bother to understand the role of context, because you only need that to actually work on games, not to to post stuff on twitter and get attention.
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>>11057119
they did, he worked on Wily Wars and MM7
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>>11056438

*thomp thomp thomp Thomp Thomp THOMP THOMP THOMP*



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