Mega Menagerie II: Electrical (Communication) Boogaloo

It’s December 17th, 2023 – the 36th anniversary of the original Rockman’s Japanese release – and you know what that means. It’s time for another one of my yearly Mega-Rants. Since that oft-rumored new game in the series still has yet to surface, I’ve decided to push back the final retrospective again. And honestly, considering all of the other projects I’ve been working on in the background, it’s a relief not to worry about that kind of a massive undertaking. But considering how these articles are my own way of celebrating one of my all-time favorite video game series, it feels wrong not to do anything, even if my busy schedule has hampered my ability to produce anything significant.

Fortunately, it’s been roughly 5 years since Mega Menagerie, an article I wrote speculating about the potential future compilations that Capcom could release to keep the Blue Bomber around in at least some form, so long as they remain unwilling to make an actual new game for any MegaMan brand at any scope. While a few of my requests managed to come to fruition – specifically Zero/ZX and the mainline Battle Network games – many have not. Since 2018, my opinions about how certain collections should be arranged have changed. It only makes sense to update my thoughts when there are still games left to be re-released.

I’m also going to be changing how I format each entry compared to last time. I’ll start with a quick overview of the collection, specifically what they represent and why I’d like to see them come to fruition. Next, I’ll be splitting the games into two separate categories. First off are the mandatory games, the stuff that absolutely has to be there for the compilations to be worthwhile to me. After that, I’ll bring up some additional bonus games that would serve to sweeten the pot, at least as far as your humble author is concerned. Once the actual meat of the compendium has been determined, I’ll also mention any quality-of-life enhancements and extra features that would serve to add even more value to each individual re-release. Finally, I’ll cap off each pitch with my presumed pricing structure and some brief speculation on just how viable each of these products would be.

MegaMan Legends Legacy Collection

Overview

As far as I’m concerned, this is the obvious next choice. While Battle Network managed to jump ahead in line simply due to its massive popularity in Japan, there is evidence that re-releases for the Legends games have been under consideration for just as long. For example, the ransomware leak that affected Capcom back in 2020 included the source code for The Misadventures of Tron Bonne and Capcom renewed the trademark for “Rockman DASH” back in 2019, among other games. Granted, neither of these are smoking guns, but I think that both the outpour of support when Legends 3 was announced and massive backlash when it wasn’t greenlit should have made Capcom aware that there is definitely a market for a compilation of the cult classic PS1 action-RPGs. 

Mandatory Games

  1. MegaMan Legends (PlayStation)
  2. The Misadventures of Tron Bonne (PlayStation)
  3. MegaMan Legends 2 (PlayStation)

Bonus Games

This one’s probably the biggest hurdle, because I can think of three improbable picks that would make this compilation well worth the price of admission for me. Let’s start with the most obvious: the MegaMan Legends 3 Prototype. I’d have to assume that Capcom wouldn’t want to touch this one with a twenty-foot pole, simply to avoid bringing up old wounds. Next, there’s the mobile exclusive Rockman DASH: 5tsu no Shima no Daibouken! – better known under its fan translated title “Rockman DASH: Great Adventure on 5 Islands!”, which just falls the in perfect spot between obscure and unfeasible. Finally, there’s the Japan-exclusive demo “Rockman DASH 2 – Episode 1: Roll’s Critical Moment”, which was packaged with the Japanese release of The Misadventures of Tron Bonne, while Westerners got a more conventional MML2 demo. Fortunately, this demo was also included with the PSP re-release of Rockman DASH 2, so maybe it’s not quite as obscure as I’d feared.

Enhancements & Extras

For starters, I’d love to see the same upscaling that Capcom did on MegaMan X7 and X8 in the second volume of MMXLC applied to all three games in this collection. But I would be remiss if I didn’t mention that Capcom should definitely add the option to play the original MegaMan Legends with either the original set-up or the updated controls from the second game – effectively cobbling together what I would consider the quintessential game in the franchise as it currently stands. We’ve seen Capcom do something similar with their remaster of Onimusha: Warlords, adding full analog movement alongside the PS2 original’s tank controls and given how Capcom seems to be aiming more toward porting games natively instead of just emulating them, this feels well within the realm of possibility. I just worry what improved controls might do to that game’s difficulty balancing.

Bonus features might be a bit more difficult. While Battle Network effectively eschewed the bonus modes that were previously added to the previous Legacy Collections, implementing online multiplayer in all six titles was more than enough of a bonus. Meanwhile, Legends doesn’t have a similar out. A simple boss rush seems so pedestrian at this point, but that might be the best Capcom could rig together given the content. That being said, I’d love to see something like a dungeon crawler mode with randomly generated maps derived from elements of all three games and maybe even some completely original content. Honestly, that seems like it would be far more work than could be viable for a collection like this.

Pricing & Viability

If we’re talking about the bare minimum, I wouldn’t pay more than $20. Any of those bonus games would easily bring the price up to $30 and nailing all three would double the value to a whopping $40. I suppose that would mean that getting two out of three would make it worth $35, then? Meanwhile, I’m on the fence in terms of the viability of a MMLLC. In terms of recognition by Capcom themselves, Legends doesn’t fare the worst – that would easily be ZX’s crown. But ZX was able to piggyback off of the Zero series’ popularity and slithered its way into that collection. Meanwhile, the only way to get Legends up to three games is by counting something that doesn’t fall under Capcom’s usual definition of “mainline release”, even if it is technically more of a prequel than a spinoff. The lingering specter of the Legends 3 cancellation also seems to be part of what put the entire MegaMan franchise on Capcom’s backburner in recent years. Still, I’d say that this is tied for the best shot of actually coming to fruition with our next entry.

MegaMan Star Force Legacy Collection

Overview

This is the other obvious choice for the next MegaMan compilation. It seems like the runaway success of the MegaMan Battle Network Legacy Collections – both volumes managed to sell a combined 1 million units within two weeks of its release – has made the fanbase significantly more optimistic about the chances of Star Force being the next sub-series to resurface. Personally, I’m not seeing it, simply because Star Force didn’t have the same staying power as its spiritual predecessor, even in Japan.

Mandatory Games

  1. MegaMan Star Force: Leo/Pegasus/Dragon (Nintendo DS)
  2. MegaMan Star Force 2: Zerker x Saurian/Zerker x Ninja (Nintendo DS)
  3. MegaMan Star Force 3: Black Ace/Red Joker (Nintendo DS)

Bonus Games

Personally, I’m against this inclusion, but there are a lot of people who would absolutely love to see a fully translated version of Rockman.EXE Operate Shooting Star, the DS remaster of the original MegaMan Battle Network. OSS offered some quality-of-life updates – particularly focused on making some of that first game’s more difficult sections easier and including an all-too-necessary in-game map on the second screen – and a brand-new segment that involved time travel and Star Force MegaMan. But just because I think it was overrated and didn’t really fix the most prominent issues from the maiden voyage of the Battle Network series doesn’t mean that other people wouldn’t enjoy checking out this curio.

Enhancements & Extras

The first two games are going to need some major overhauls when bringing them to more conventional consoles, simply because they both had segments that relied entirely on the DS touch screen. Ironically, while the original Star Force had way more of these, it’ll probably be easier to just map them to conventional controls – most of them relied on performing simple motions with specific timing. Honestly, only the metal detector segment in the junkyard would require more than simple button presses to recreate it. Mapping the stylus-controlled cursor to analog controls or even the D-Pad should be a simple enough modification.

It’s the final leg of Star Force 2 that’s going to be the real nightmare. Despite the fact that the rest of the game eschewed the touch-based segments from its predecessor, the final dungeon brought the gimmick back and made it ten times worse than everything in the first game put together. Players were tasked with drawing complex glyphs in a matter of seconds. Maybe replacing that with pressing the button that matches the respective symbol would be a decent way to handle it… but that just seems kind of boring. Aside from that, they’ll just need to remember to convert the battle card screens to run from a traditional controller.

Much like Battle Network, online functionality is the obvious choice for a special feature. Though if that’s not possible, I would love to see tandem boss fights get implemented. The fan community made some pretty cool mods and I always felt like the limited battlefield compared to MMBN made for more interesting single-player fights in the first place. Also, I wouldn’t opposed to a little more information about that cancelled fourth Star Force game that never got off the ground after Operate Shooting Star failed.

Pricing & Viability

Given how Capcom claimed that the full Battle Network Legacy Collection consisted of 10 games – you know, because of the dual versions of MMBN3 through 6 – I could see them jacking up the price because by that logic, even the mainline Star Force trilogy would consist of seven titles. $30 seems like a realistic minimum, especially considering how I doubt that it’ll be able to overcome its relative obscurity amongst the greater fanbase. I could see them boosting it up to $40 by playing into the whole “seven games” thing, to compensate for lower sales in general though.

MegaMan (Classic) Legacy Collection 3

Overview

Last time, I made a separate entry for two particular games, simply because I felt like the fact that they shared a common platform and purpose meant they should be re-released together, no matter what. Since then, I’ve come to realize that more people would likely be receptive if they were grouped with their respective sub-series. Besides, any collection of MegaMan Powered Up and Maverick Hunter X would probably need to include Ultimate Ghosts ‘n Goblins to feel truly complete… and that’s going to be a tough ask, considering how Capcom seems to be ashamed of it. So, here’s my new and improved line-up for a third Legacy Collection of the Classic series.

Mandatory Games

  1. MegaMan: Dr. Wily’s Revenge (Game Boy)
  2. MegaMan II (Game Boy)
  3. MegaMan III (Game Boy)
  4. MegaMan IV (Game Boy)
  5. MegaMan V (Game Boy)
  6. MegaMan: The Wily Wars (Genesis)
  7. Rockman & Forte (Super Famicom)
  8. MegaMan Powered Up (PlayStation Portable)

Bonus Games

Personally, I always preferred the original version of Rockman & Forte, but there are those who favor the GBA port, screen crunch and all. Better yet, if Capcom’s feeling too lazy to translate the console version, including the portable release would allow them to have at least some form of an English version, while including the original release as a curio. I also wouldn’t be against Rockman & Forte: Challenger from the Future for the WonderSwan being included, though I’m not sure how the rights issues shake out with that. Did Bandai just license the property from Capcom and make the game themselves? Either way, that would bring the collection up to an even 10.

Enhancements & Extras

I’m still a little bitter about the fact that MegaMan Mania – the Anniversary Collection companion title for the GBA that was set to include colorized versions of the Game Boy games – got canned all those years ago. Rumor has it that the loss of the source code for those games prevented them from bringing the title to fruition. I’m still wondering if that footage they produced for the trailer was just a mock-up or showed fully functional revisions. If it’s the latter, I’d love to see the full color versions added as a bonus feature in this collection. I’d also love to see all of the bonus material for Powered Up retained for this release, particularly the Level Creator Suite. Keeping the ability to share levels online is a must, but if Capcom can somehow relicense the promotional levels and tile sets, that would be perfect. If they decide to recreate the challenge mode from the previous Classic Legacy Collections, I think it would be best to limit it to the Game Boy games, just to keep things congruent. But given the mixed media approach in the second volume, I guess I wouldn’t be opposed to putting all eight games into the mix.

Pricing & Viability

Capcom seems to have a really strange aversion to any MegaMan games outside of the “mainline” entries when it comes to their compilations. So, making a collection that consists of the five Game Boy titles, a canonical spin-off and two remakes might be a hard sell. The only game out of the ones I selected that has resurfaced on the Nintendo Switch Online service as of this writing is The Wily Wars, which has also seen re-releases via the Genesis Mini and a full-on reprint cartridge from Retro-Bit. Meanwhile, Rockman & Forte appeared on Capcom’s own attempt at entering the mini-arcade cabinet market. That means I might not get the entire roster I’m hoping for, but here’s hoping. Obviously, this collection would have to cost $40 minimum, but it would be worth every penny.

MegaMan X Legacy Collection 3

Overview

Like I said last time, if Classic gets anything, then the X fans will riot until their chosen MegaMan gets equal or better treatment. Fortunately, splitting Maverick Hunter X from its fellow PSP remake does make the concept of a third volume for the X Legacy Collection that much more palatable. After all, last time, I had to include the fifth-generation version of X3 to bring my pitch up to four games to match the other compilations. At least with MHX on the roster, we’ve got a proper line-up to match its predecessors.

Mandatory Games

  1. MegaMan Xtreme (Game Boy Color)
  2. MegaMan Xtreme 2 (Game Boy Color)
  3. MegaMan X: Command Mission (PlayStation 2/Gamecube)
  4. MegaMan X: Maverick Hunter X (PlayStation Portable)

Bonus Games

I remember hearing somewhere that the PlayStation 2 and Gamecube versions of Command Mission had a major difference in terms of encounter rates, so including an option to switch between the two feels like a good compromise, considering how likely it is that Capcom would create a native port as opposed to just emulating it. That being said, I would still absolutely love it if they included the “CD-ROM” version of MegaMan X3. I was honestly a little disappointed that they didn’t include that in the original MMXLC, since I’ve only tried the SNES original. It would’ve been a nice curio, especially since I’m one of the few people who doesn’t hate the remixed soundtrack from that release.

Enhancements & Extras

I guess it would be cool if Capcom somehow decided to expand the controls for the Xtreme games, considering they had to double-up on functionalities to adapt a series that started on the Super Nintendo down to something with as many buttons as its predecessor. Aside from that, I don’t really have much else I could ask for. I guess, maybe the ability to switch between color and monochrome for the original Xtreme? A new set of X-Challenges would be cool – especially if they do an entirely new line-up of boss tandems, instead of just changing the last couple on the other volumes. Bonus points if they decide to recreate it within the Xtreme engine.

Pricing & Viability

The issues with the “other” third volume I mentioned earlier are still in play here. The Xtreme games have yet to resurface on NSO and none of the other games I mentioned have seen a proper release in well over a decade. That being said, it’s clear from the roster in MegaMan X DiVE that Capcom has come to recognize that there’s a contingent of the fanbase that has some major love for Command Mission, so I could see that getting a stand-alone re-release even if nothing else on here does. Just seems smarter to bring the other oddballs from the X franchise back at the same time, though. I could see this sucker costing $30 for Command Mission and MHX alone, though.

“The MegaMan Spinoff Showcase”

Overview

What can I say? I’m still a completionist. While the two arcade games have seen re-releases via Capcom Arcade 2nd Stadium and SNK themselves managed to re-release the NeoGeo Pocket Color version of them, there are still several weird spin-offs from the MegaMan franchise that have yet to be brought back for modern audiences. Considering how the Battle Network Legacy Collections failed to bring back that series’ more obscure releases, it only makes sense to fold them into a compilation that pays homage to some of the strangest (officially sanctioned) games the Blue Bomber has ever appeared in.

Mandatory Games

  1. Wily & Light’s Rockboard: That’s Paradise! (Famicom)
  2. MegaMan’s Soccer (Super Nintendo)
  3. MegaMan: Battle & Chase (PlayStation)
  4. MegaMan Network Transmission (Gamecube)
  5. MegaMan Battle Chip Challenge (Game Boy Advance)
  6. Rockman.EXE 4.5: Real Operation (Game Boy Advance)

Bonus Games

I would’ve included MegaMan: The Power Battle and MegaMan 2: The Power Fighters in the base line-up like last time, but both of those games already got re-releases via Capcom Arcade 2nd Stadium. It would be nice if we could get both the CPS-1 and CPS-2 versions of Power Fighters, though. Super Adventure Rockman would be a cool addition as well, especially considering that it was Inafune himself that didn’t like it – I wonder if whoever is currently in control of the franchise feels the same way. Rockman.EXE WS would also be a pretty cool addition, but just like Challenger from the Future, I’m not sure what the rights issues are with that one. I still think negotiating a proper re-release of Street Fighter X MegaMan would also be cool, but I still don’t understand if that would be viable from a legal standpoint.

Enhancements & Extras

The only suggestions that come to mind would be an English translation for any Japan-only games that make it onto this compilation – supposedly, one for Rockboard supposedly made it into development during the NES’s heyday – some quality-of-life features to help mitigate the high difficulty of the early parts of Network Transmission and somehow implementing the Japan-exclusive content into an English version of Battle & Chase. Asking for bonus features feels like a waste of time, though.

Pricing & Viability

I’ll be blunt: this one has a snowflake’s chance in Hell of actually becoming a reality. At least the third volumes I mentioned earlier have some common gameplay with the games that Capcom has already decided to re-release in their respective sub-series – Network Transmission is the only must-have that meets that criterion… and it’s for a branch of the franchise with a completely different playstyle.

I decided to drop the licensed game thing this time around. It feels like petitioning GOG re-releases for the DOS games would be a better way to make them return, I don’t care if the Game Gear game never comes back, and the remaining games got folded into other compilations. Regardless, considering how we managed to get the Battle Network Legacy Collections this year, I don’t think we’ll see any more compilations from the franchise until 2025 at the earliest. But given the fact that the number of MegaMan games on Capcom’s own “Platinum Titles” list has nearly doubled thanks mostly to these compilations, it’s only a matter of time before they announce a new one.

Retrospective: MegaMan Legends

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It’s December again and you know what that means? It’s time for another retrospective based around what may not be your favorite video game franchise of all time, but certainly is mine. That’s right, as a tribute to December 17th, 1987 – the very beginning of a franchise that has endured through ups and downs for over 30 years now – I began dedicating Decembers on Retronaissance to the MegaMan franchise. I’ve already covered my beloved Classic series two years ago and last year, the X games got their due. However, I’ve now reached an impasse: the next step in these retrospectives isn’t quite as obvious as one might expect. While the original incarnation of the Blue Bomber and his futuristic little brother are clear counterparts to one another and make for a clear and concise timeline, the remainder of variations on Akira Kitamura’s most famous creation aren’t quite as straight-forward as the first two.

The obvious path would be to continue covering the remaining series in the order they were released. And if you haven’t guessed by now, as Legends was the third iteration of the franchise to release, it may seem that I’m taking that path. However, the fourth series of MegaMan games – MegaMan Battle Network – ended up creating its own separate timeline, completely distinct from the narrative that started back in 1987. Of course, many people assumed that the Legends games were also blazing their own trail as well, until years later, it would be made clear that it was simply a far-flung future from the original franchise, so far removed from the classic 20XX era that it could easily be mistaken from something completely distinct from its progenitors.

The other obvious option would be to cover the remaining games in the order they’re supposed to take place in-universe, wrapping up the original timeline before covering the alternate universe covered in Battle Network and its own successor. It should be obvious that I’ve already decided against this option: Legends is at the far end of the original MegaMan timeline, with at least one series (though most would argue two) taking place between the MegaMan X games and Legends. Instead, I’ve decided to take a third option, opting to my favorite aspects of both choices. I’ll be wrapping up the original timeline with Legends, the Zero tetralogy and the ZX duology this year and next year, I’ll be jacking into cyberspace with Battle Network and Star Force to round out my look at these old games. Hopefully, by 2021, I’ll have enough material to do a retrospective on the games that have come out since my first MegaMan retrospective. Continue reading

Yearning Japanese: 10 Japan-Only PC Ports

What, were you expecting another GOG wishlist? As much as I enjoy making lists for old PC games that deserve re-releases, I decided I wanted to do something different this August. Truthfully, I had wanted to do another PC port-related topic last year around this time, but just couldn’t come up with enough games, so I had to resort to a second wishlist for GOG. It’s not that I didn’t want to do another listicle based around older PC games that deserve modern re-releases, but it’s nice to branch out and explore other avenues to discuss PC ports – after all, that’s where my PC Gaming Field Guide concept came from. Don’t worry about the GOG wishlist though, I’ve almost got a third one completely figured out and I’m planning on incorporating it into the traditional December wishlist this year instead.

But as usual, I’m getting ahead of myself – it’s time for me to recap the various PC port-related announcements that have happened in the past four months. For starters, I’d like to apologize for a mistake I made in the April Fool’s list: turns out Tetrobot and Co. did have a console release… on the Wii U. Still, an easy enough mistake to make, considering how obscure that information is and given the fact that the Wii U’s digital storefront’s days are likely as numbered as that of its predecessor, well, it would still be nice to have another more prominent console release, wouldn’t you agree?

Aside from that little mistake, it’s been mostly good news on the PC gaming front, at least in terms of ports. While the Castlevania and Contra Anniversary Collections didn’t bring any of the games on my previous wishlists to the PC, they are still stellar game collections, especially after the recent updates. Back in May, we got announcements that former Nintendo exclusives Blaster Master Zero and Travis Strikes Again: No More Heroes are coming to PC – with the latter also being ported to PS4. Better yet, Travis Strikes Again is considered a “Complete Edition”, including two pieces of post-launch DLC in the base package and appears to be coming out on October 17th, at least in Japan. Hopefully that means a North American release isn’t far behind.

Inti Creates also announced that the next game in the Azure Striker Gunvolt series – Gunvolt Chronicles: Luminous Avenger iX would be coming to PC and PS4 as well as the Switch and is set to release on September 26th. Then June started off wild with the SNK 40th Anniversary Collection getting a stealth release on PC via Steam on June 7th. Not long after that, Activision confirmed that my (admittedly cowardly and obvious) prediction that Spyro: Reignited Trilogy would be coming to PC (and the Switch) was indeed correct. It’s expected to hit both platforms this September. Nicalis’ take on Puzzle Fighter, Crystal Crisis came out yesterday, along with another Inti Creates’ game: Mighty Gunvolt Burst. In fact, Blaster Master Zero’s announcement seemed to imply that Inti Creates would be bring much more of their back catalog to PC in the future.

But perhaps the most amazing thing of all is that Super Robot Wars is finally coming to PC via Steam. Super Robot Wars V and Super Robot Wars X have been announced to be coming to Steam and considering the fact that the Southeast Asian releases have full English text support, you know I’m definitely going to grab them if I can. Finally, Suda 51 recently revealed that he’s been in talks with Marvelous Entertainment to bring the first two No More Heroes games to “new platforms”. While the interview specifically mentioned the PlayStation 4 – it was handled by Dengeki PlayStation, after all – considering the fact that Travis Strikes Again also hit PC, this could lead to a modern multiplatform release. I’m just hoping that if there is a PC port, whoever handles it talks to Blitworks: their port of de Blob even implemented Wiimote support, which could make the PC releases of the first two NMH games the definitive versions.

Of course, the Epic Games Store has still been buying up exclusives. After revealing at E3 of all places that they’d secured a one-year exclusivity contract on the once-anticipated Shenmue III, they’ve also managed to snatch up former PS4 exclusive Tetris Effect onto their platform, as well as the exclusive PC rights for the upcoming remaster of Ghostbusters: The Video Game. Personally, I think I’ll be sticking to the Yakuza games, Puyo Puyo Tetris and the original release of Ghostbuster respectively, thank you very much.

With all that out of the way, let’s get back to the topic at hand. While Japan did have a PC gaming scene back in the ‘80s and early ‘90s, it mainly relied on proprietary platforms like NEC’s PC-8800 series, the Sharp X1 and X68000, Fujitsu’s FM Towns series and of course, the MSX architecture. Granted, most of these computers never saw the light of day in the West, so while there was a plethora of games to choose from in the Land of the Rising Sun, they were either completely unavailable elsewhere or, if you were lucky, were simply ported to other Western platforms. However, once Microsoft Windows became the premier computer operating system of choice worldwide, the market for Japanese PC gaming dried up for the most part. Worse yet, the medium became associated with pornographic games, which to be fair, were a pretty prominent offering on the platform even when PC gaming was popular in the region. Most Japanese people would get their gaming fix from arcades, home consoles, handhelds and eventually, mobile phones – leaving PC gaming as a niche product in the region, especially when compared to the West. The thing baffles me is that despite essentially abandoning the platform, several Japanese console games received PC ports that would never leave Asia, with oversight from the original publishers themselves. The weirdest thing about all of this is that many of these games actually had Western releases on console, so one would think that companies would just bite the bullet, slap in the translation and sell them in other regions where PC gaming was more popular – and by extension, where the ports would’ve likely have sold better.

With that being said, I’m going to establish a few simple ground rules. These games had to be released on Windows PC in Japan, but not North America or Europe. The ports could have been sold in other Asian markets, just so long as they never made it to the West in any official capacity, but they do have to have proper Japanese releases. I’m trying to avoid PC ports that were exclusive to other Asian territories for now, but considering how many of those exist, I may delve into that for a future article. Likewise, the ports themselves must have been made with at least some input from the game’s original developers or publishers. Whether they were developed in-house or simply licensed to other companies, these games have to have been made with the intellectual property holders’ consent and knowledge. With all that being said, let’s delve into some hidden treasures from Japan’s PC gaming dark age.

Megami Ibunroku Persona – Be Your True Mind (PlayStation) – Atlus

I’m not going to lie to you, this was actually the game that inspired me to make this list in the first place, so it’s only fitting that it ends up being the first game I cover in this list. Megami Ibunroku Persona – better known as Revelations Series: Persona in North America – was released on Windows PC in Japan on March 25th, 1999, roughly two and a half years after the original release on the PlayStation. This version was published by ASCII Corporation, a company that started life as one of the earliest Japanese branches for Microsoft and is currently a subsidiary of Kadokawa Games.

Honestly, there were a couple of reasons that this game interested me as much as it did. For starters, it was one of Atlus’s flagship titles at the time, and that company is legendary for just how stubborn they are when it comes to supporting the PC – we only recently saw the release of “Catherine Classic” on PC this year and it’s been heavily implied that their current parent corporation Sega had to do all of the heavy lifting to make that happen. I also ended up streaming the original PS1 version of Revelations: Persona a few years back and it wasn’t an unpleasant experience. I’m just not sure about the quality of this port: I can’t find any footage that’s specifically from the PC release, but odder still, no one seems to mention anything about how well the game transitioned onto the new platform. It might just seem lazy to assume that it was a lateral move all around, but with absolutely no information about how the port runs and the fact that it was developed for Windows 95 and 98, I’m afraid that’s just the assumption I’ll have to make.

Rockman DASH 2 – Episode 2: Ōinaru Isan (PlayStation) – Capcom

This was actually a surprise for me. I did hear that there was a PC port of MegaMan Legends 2 in Asia – we only got the first game on PC in the West – but I’d always heard tales that it was developed strictly with the Chinese market in mind – the Taiwanese release supposedly came out in September 2002, a year before the Japanese release. In spite of that, Capcom’s Japanese website had a sales link to this version of the game as recently as June 2011, so this is the real deal. Having said that, I’ve heard that this version has some of the same issues as the Legends PC port that did come out in the West, but I’m kind of surprised that Capcom wouldn’t just plop in the English translation they produced for the original PlayStation release and ship it out to make a little more money in regions that had more of a PC presence. Oh well, hindsight is 20/20.

The Typing of the Dead 2 – Sega

Now I know what you’re thinking – even my own editor chastised me for including this and called it cheating – but you know what? This is my list, so just deal with it. The Typing of the Dead 2 was a Japan-only PC release based on the third House of the Dead game, utilizing the same typing mechanics as the original Typing of the Dead did with the second HotD game. The character models were even modified so that they were carrying modified keyboards attached to shotgun barrels and wearing giant Sega Dreamcasts as backpacks, similar to the original TotD. The sad thing about this game is that it could’ve easily been released in the West with a few tweaks to the in-game dictionary, considering the game already used English voice acting in its gameplay and a proper English release in Arcades and on the original Xbox to fill in the in-game subtitles. Honestly, I’d love to see Sega bundle this with the original Typing of the Dead for modern PCs, but I doubt that’s going to happen any time soon.

The Legend of Heroes: Zero no Kiseki (PlayStation Portable) – Falcom

Much like the Rockman DASH 2 port, this is another confusing case. It’s general knowledge that this release was based on Joyoland’s PC port for the Chinese market, which in turn is rumored to be based on an unfinished PC port that Falcom developed for the game internally. Still, the game is still available on DLsite and DMM, two Japanese digital distribution platforms, so I’d be willing to say that it’s official, even if XSEED claimed that there were issues with localizing the game using this version.

Lunar: Silver Star Story (PlayStation/Saturn) – Game Arts

I’ve already mentioned this more than enough times in the past, but Lunar: Silver Star Story is one of my favorite JRPGs of all-time.  So, it’s almost heartbreaking to hear that the game was actually released on PC in Japan years back, roughly 6 months after the American release and published by a company called EJ Corp. The game resembles the PS1 version, boasting better video quality for the game’s various cutscenes but replaces the soundtrack with MIDI files instead of recordings of one of the other version’s soundtracks. In fact, fan site Lunar-NET actually managed to rip the files from this version and posted it on their site. They’re no match for the soundtracks from the console releases, but MIDI music is always sort of nostalgic for me.

There was also apparently a release on PC in South Korea that came out in May 2000 and surprisingly enough, it’s an entirely new port built from scratch, published by a company called Amusement Korea. The weird part is that despite it having redubbed Korean voice acting, they just ended up using the English version’s vocal songs. Honestly, the presence of the English music kind of makes me think about what could’ve been. Imagine if Working Designs had decided to lean into the PC market back in late ‘90s and licensed the Japanese PC port for an English release in the States. At the very least, it would’ve been an interesting turn of events. Hell, maybe I wouldn’t have had to resort to buying an incomplete used copy off of Gamestop way back when.

Twisted Metal (PlayStation) – Sony Computer Entertainment/SingleTrac

Yeah, I honestly thought that this was a crock when I first heard about it. I just sort of assumed that it was a typo referring to a Japanese release of the PC port of the second Twisted Metal game. Nope. This is the real deal, a PC port of the original Twisted Metal made exclusively for Japan and published by Sony’s music division for some reason. It’s pretty cool that something like this exists, especially given how much nostalgia I have for the original TM, but there’s really nothing else to say on the subject.

Suikoden (PlayStation) – Konami

Man, it’s weird how many JRPGs from the PlayStation got ported to PC – especially if you count the ones that came Westward. I’ll be completely honest, Suikoden is probably the game on this list I’m the least familiar with, but I am aware of its cult following. The port came out in 1998, the same year as the equally Japanese-exclusive Saturn port of the game. I’m just kind of surprised that this exists.

Mr. Driller 2 (Arcade) – Namco

Oh man, I loved the original Mr. Driller. There was just something addictive about its gameplay, constantly driller further and further down, while trying to avoid getting crushed or running out of oxygen. I guess I’m just a sucker for a good puzzle game. Mr. Driller 2 looks like it’s just more of the same… which is exactly what I’d want from a sequel for a game like this. The game came out on Windows PC exclusively in Japan on March 29th, 2002 – a year after the first Japanese home release on the Game Boy Advance, but almost two years before the European GBA release …and 3 years before North America got it!

RayForce, RayStorm & RayCrisis (various) – Taito/Cyberfront

…it’s almost eerie how many of these games originated from the fifth generation of video game consoles. The shoot-‘em-up genre has always been popular in Japan, but it can be difficult to stand out. RayForce, the first game in the series (and arguably the most obscure of the trilogy) likely had that issue with its standard 2D sprite-based look. For the game’s sequel, RayStorm, Taito must have decided that shifting to 3D polygonal graphics was the best way to make a splash and it clearly worked, because RayCrisis – which served as a prequel to both games – maintained this look. The PC versions of the latter two games were originally published by CyberFront in 2001, but were later re-released by SourceNext, after their closure. RayForce, on the other hand, had three different printings: first by GameBank in 1997, then by Cyberfront in 1999 and finally by MediaKite in 2003.

Guilty Gear X (various) – Arc System Works

Arc System Works has had an odd history when it comes to the PC. Honestly, it just seems like their recent embrace of Windows is acting as a surrogate for the Xbox, so that ASW is still technically supporting a Microsoft platform regularly. Before they began warming up to the platform, their support for PC would ebb and flow. Maybe the fact that their first PC port was a Japan exclusive is what made them so guarded for so long. Guilty Gear X was essentially the Street Fighter II of the series: the second game that easily eclipsed the original. Meanwhile, “Guilty Gear 2: Overture” came out later and was essentially a spinoff in a completely different genre. The port was released on November 30th, 2001 – literally the day after the PS2 version released in Japan – and was handled by (who else?) CyberFront. Granted, I probably shouldn’t be complaining: CyberFront delivered a port up to their usual standard, so it’s a shame that this version didn’t make it Westward and we already missed out on the Dreamcast version.

Thus concludes a list of ten – well, technically twelve – PC ports that came out in Japan, but not the West. I’m going to level with you: this is probably the most fun I had writing one of these lists in a long time. It’s not that I don’t enjoy portbegging, but the research I did for this article felt a bit more rewarding than previous lists. Maybe it’s because with the traditional wishlist format, finding games is only the beginning, whether or not the game actually gets released on PC is the reward. This time, discovering lost ports was the reward itself and that information was significantly more satisfying than simply making sure I could string together another ten games that I want on my platform of choice to varying degrees.

Having said all that, I’m still doing those two wishlists come December. After all, there are still games that are going unreleased on PC and others that were released on the platform and don’t deserve to be abandoned and forgotten. And that thought alone is more than enough to keep me going at my current rate.

 

Mega Menagerie

When I first came up with this concept, I’d originally intended to post it on my sideblog – it seemed like a nice, simple way to pay homage to the end of the Blue Bomber’s 30th anniversary festivities (and usher in the start of the Blue Bummer’s 25th birthday) while itching that pathological itch I seem to have for wishlists. In fact, my original plan was to use that X9 pitch article to cap off my own personal celebration of MegaMan, but I decided I’d rather attempt beating Capcom to the punch, so I moved it up a month. That just left the question how to finish things off. After all, the X retrospective ended up being two articles, although they’re probably about as long as the 4 Classic Retrospective segments put together (if not longer). Still, I wanted to do something special for this unique occasion, bridging the gap between important anniversaries for the first two MegaMan series.

So, if I was so worried about Capcom beating me to the punch with X9 speculation, what topic of similar importance is left to tackle? Well, last December, before Capcom announced MM11 in the first place, they also announced that they would be re-releasing the eight mainline MegaMan X games on just about everything – PlayStation 4, Xbox One, PC and the Switch. That was it, no other details: no mention as to how they would be handling it, no clear footage of the project in progress, just the announcement and various staff members discussing their favorite moments in the X games. Maybe Capcom will make a similar announcement sometime soon. Maybe they already have. The point is that if they do, chances are there will be plenty of wiggle room for speculation.

That’s where I come in. You know by now that I’m a wishlist fiend, so I’ve got a variety of pitches for just how I’m hoping Capcom does the next time they decide to take a stroll down memory lane with the MegaMan franchise. I’ll be breaking things down, one hypothetical collection at a time: starting with the games, explaining why I chose to break things down in certain ways, my guess at potential pricing, various enhancements and other special features I’d like to see included and topping it off with two scores – one for how likely I think it would be for Capcom to go with this breakdown and one explaining just how much I want it to happen – and my reasoning behind them. I will be trying to keep things realistic, using Capcom’s current lines of compilations and re-releases (MegaMan or otherwise) into consideration, so I can avoid asking for things like 12 games in a $20 collection. And with all that exposition out of the way, let’s get into the actual lists. Continue reading

Retrospective: MegaMan Classic [Part 4]

Mega_Man_Logo (1)

Welcome back to the final installment of my look back at the Classic MegaMan series. While the games I covered in the first three articles took place in roughly a decade-long period, ranging from the late 1980s all the way to the end of the 20th Century, the original MegaMan franchise would go into something of a hiatus for almost a decade. Apart from collections, individual re-releases and even a remake of the original game, no new mainline games starring the original Blue Bomber would hit the scene until 2008, just past the Blue Bomber’s 20th anniversary. Of course, various spinoffs and sequel series got their time in the sun during this period, introducing new generations to the MegaMan universe in unique ways, but seeing the original return in a familiar form was enough to get people excited. Unfortunately, this brief renaissance ended as quickly as it would start, taking the entire franchise with it. We know of only a handful of games that Capcom cancelled after the departure of Keiji Inafune, the man long called “the Father of MegaMan” (erroneously, but hindsight is always 20/20) and since then, the entire franchise has languished, appearing in ancillary media and the occasional video game crossover. I wrote these four articles well before the actual day of MegaMan’s 30th anniversary – a deadline I imposed on Capcom after a disappointing 25th. I don’t know whether I’ll be right or wrong, but as we conclude this look back at MegaMan’s history, I would also like to take a shot at speculating directions the franchise could take as a whole – not just Classic, but every MegaMan, past and future. I’m sure that all of my speculations will end up less like predictions and more as a wishlist, but honestly, the latter seems more fun than the former anyway.

MegaMan 9

I’m always intrigued by cases of video games being ahead of their time. While not exactly the first time the MegaMan series could be considered visionary, the shift back to the classic 8-bit style in MegaMan 9 was definitely one of the earliest cases of the modern “retro throwback” movement. The problem is, the game came out back in 2008, long before the actual movement itself took off. Fortunately, just simply due to the lack of traditional MegaMan games released in the 2000s, not to mention the sheer novelty of an official game release using the classic NES aesthetic,  gamers came back in droves. MegaMan 9 could be best summarized as a love letter to MegaMan 2, generally considered to be the best game in the entire Classic line of games. Personally, I think they were a bit excessive in this regard, but the game still holds up today.

MM9-01

…8, 9! Told ya MM&B was canon.

As early as 2004, Keiji Inafune expressed interest in creating MegaMan 9 as a “throwback to the super old school”, but such games didn’t fit into the “grandiose and expansive world that the consumer gaming industry has become, and so you have to make games that match the current expectations”. He also figured that a classic MegaMan game made in the same vein as the 8-bit games “would be quickly criticized for things like being simplistic, outdated, or too expensive”, which made justifying a project in this style difficult. However, with the rise of such retro gaming-themed services, most notably the Nintendo Wii’s Virtual Console, it was decided that the seventh generation would be the perfect time to revisit the original Blue Bomber. Recruiting the developer Inti Creates – a company of ex-Capcom developers who previously created the woefully underrated MegaMan Zero and ZX games – MM9 was built from the ground up as an homage to the first two games in the series, particularly MegaMan 2.

 

Capcom’s management supported making MegaMan 9 as a downloadable title, but originally wanted to make it in 3D. This would eventually lead to a compromise, allowing players to choose between 8-bit and 3D graphics, but eventually, the 8-bit style won out. During the development of MM9, Inti Creates sought to create a game that would surpass MM2 (as opposed to MM8), as it was considered the pinnacle of the series. The game’s producer Hironobu Takeshita referred to MM9 as “the new MegaMan 3” because of this. He also clarified that despite the aesthetic being a complete recreation of the 8-bit era, MegaMan 9 was far too large to fit on an NES cartridge. Keiji Inafune designed Plugman and Splashwoman, while the other six Robot Masters were designed by Inti Creates staff. Plugman was designed as a template for the younger designers to base their own concepts on, while Splashwoman was the series’ first female Robot Master and requested by the planning team. Originally, Splashwoman was intended to be a male Robot Master, while Hornetman was originally conceived as “Honeywoman” before Inafune presented Splashwoman’s design. Having said that, many of the Robot Masters in MegaMan 9 appear to draw inspiration from earlier MegaMan games: the most prominent examples being Splashwoman and Tornadoman, who have been compared to MegaMan Zero’s Leviathan and Harupia respectively. The game was first released on the WiiWare service in September 2008, likely as a nod to the Virtual Console’s contribution to the game’s creation. It would release soon after on both the PlayStation 3 and the Xbox 360, via the PlayStation Network and Xbox Live Arcade services, though the Japanese Xbox release was delayed almost an entire year.

MM9-04

Bees: the mermaid’s natural predator.

Since Dr. Wily’s most recent defeat, the Blue Bomber has been able to retire to a world at peace. Unfortunately, one day, robots all over the world begin going crazy once more. However, this time the robots were the creations of Dr. Light. As phone calls began pouring into Light Labs, Dr. Wily hijacked all television signals to announce that he was not behind the latest batch of robotic riots. The mad doctor put the blame on his former rival, Dr. Thomas Light, even producing video evidence of the beloved roboticist trying to recruit Wily in his own plans for world domination. Dr. Wily announced that he would try to build his own army of robots to counter Dr. Light’s, but needed donations to his Swiss bank account to make it happen. It doesn’t take long for the police to arrest Dr. Light, leaving MegaMan, Roll and Auto to find out who was really behind the revolting Light bots. I’ve seen a lot of people criticize the storyline of this game, but personally, I think it’s my favorite in the entire series. I especially like the way that the game’s story is told through several cutscenes after completing a certain number of stages, turning MM9 into what may very well be the most story-driven game in the Classic series.

When I said that Inti Creates took inspiration from MegaMan 2, I meant it. This game practically plays like a ROM hack of the NES classic. As such, MegaMan’s abilities take a bit of a nosedive. The Blue Bomber loses his charge shot and slide abilities, opting for the purely jump-and-shoot gameplay that made MM a household name in the first place. In spite of this, a few elements from future titles do manage to make their way into the game. For example, the pause screen layout matches those of MegaMans 4-6. Also, the game utilizes a save system similar to MM8 and MegaMan & Bass, as opposed to using the traditional password system. There was one popular feature from more recent games that was omitted in MM9: the ability to swap weapons in real-time. Most people assume that this was dropped due to the fact that the game was originally developed for the Nintendo Wii. The standard layout for the console relied on holding the Wiimote sideways, leading to a layout similar to NES controllers, which apparently lacked any viable equivalent to the shoulder buttons generally associated with the feature.

MM9-05

Spin on, you– wait, I already said that.

MegaMan 9 also went for a more traditional approach to Support Items. The Rush Coil and Rush Jet return and are functionally identical to their MegaMan 4 iterations. While the Rush Coil is available from the start, the Rush Jet is unlocked by defeating five of the game’s eight Robot Masters. MM9 also brings back the shop system from the most recent games in the series. Screws (formerly Bolts) can be found throughout stages, either as standard power-up or as items dropped by destroyed enemies. Staples such as the Energy Balanacer, extra lives and both E-Tanks and M-Tanks return, but are joined by new items. The Eddie Call summons MegaMan’s flip-top robot companion, who drops random power-ups for 10 seconds. The Beat Call acts similar to the Beat Whistle in MM7, allowing Beat to save MegaMan from pitfall-related deaths. The Shock Guard prevents death from spikes and the ½ Damage Guard reduces damage by half for an entire stage. There’s also the Costume Change and Book of Hairstyles items, which changes Roll’s outfit and allows MegaMan to remove his helmet respectively. These items must be purchased again – though the Book of Hairstyles gets replaced with MegaMan’s helmet – to reverse their effects, but they don’t really have any effect on gameplay.

With the charge shot being retired, one would expect that the weapons would simply go back to their traditional place of just being stronger weapons. Fortunately, MegaMan 9 decides to offer the best of both worlds – the weapons are still powerful, but many of them have alternate uses as well. As per usual, I’m going to be ranking the game’s weapons by how effective I think they are. The game’s best weapon would have to be Jewelman’s Jewel Satellite – essentially the Leaf Shield taken to its logical conclusion. MegaMan can move freely while using it, and pressing the button a second time fires it off, where it can destroy several weak enemies at once. It can also reflect most enemy projectiles in the game and only costs energy once activated. Coming in second is the Hornet Chaser, obtained after defeating Hornetman. This allows MegaMan to shoot out hornet-shaped robotic drones that can either home in on enemies or retrieve most power-ups. Number 3 would have to be MagmaMan’s Magma Bazooka. MegaMan fires off three fire balls in a spread shot formation. The shots can also be charged, similar to MM2’s Atomic Fire. Fourth best weapon would have to be the Black Hole Bomb, taken from Galaxyman. MegaMan fires off a pulsating purple orb, hitting fire a second time detonates the explosion, which sucks up any nearby enemies and deals big damage. I tend to rank this one so high due to its spectacle more than its practicality, but it’s still pretty useful all the same. Concreteman’s Concrete Shot would have to go down as weapon #5. MegaMan fires a glob of concrete at an arc, which generates a concrete block that acts like a stepping stone. Enemies take a great deal of damage from the attack and those destroyed by it are also turned into blocks. The concrete shot can even petrify certain hazards, like magma barriers and even laser beams. Laser Trident, Splashwoman’s special weapon, is the sixth-best weapon in the game. Effectively acting as a more powerful Buster Shot, the Laser Trident can also pierce enemy shields (and even destroy those aforementioned concrete blocks). Number seven would have to be Tornadoman’s Tornado Blow. A full screen weapon similar to the Centaur Flash and Astro Crush, it fills the screen with tornadoes. MegaMan’s jump height also increases while it’s active and it can be used to activate various air-based platforms. Fire-based enemies are also susceptible to the winds. Finally, there’s the Plug Ball, Plugman’s weapon. Similar to weapons like the Bubble Lead and the Search Snake, the Plug Ball is a spark ball that travels across the ground and can climb up walls and even ceilings. Unfortunately, this means that airborne enemies are practically invulnerable to it. It’s not a bad weapon by any means, but it pales in comparison to the rest of MegaMan 9’s arsenal. Still, that might just make the Plug Ball one of the best “worst weapons” in MegaMan history.

MM9-03

Diamonds are a girl’s robot’s best friend.

What is there really to say about MegaMan 9’s graphics? Inti Creates did a pretty good job trying to recreate the aesthetic of the NES games. They recycled what they could, but aside from a few characters, they pretty much had to either heavily modify existing sprites or draw entirely new ones from scratch. MM9 aimed to emulate MM2 in many ways, to the extent where many of the levels have simpler backgrounds than even the late-era NES MegaMan games. Having said that, the artstyle achieves what it set out to, to the extent where some of the bosses are miscolored due to the limitations associated with the NES’s color palette. While the game was designed with widescreen (16:9) TVs in mind, the game uses the traditional 4:3 ratio, with black bars on the sides of the screen, similar to how older TV programs are displayed on modern televisions. MM9 even adds in a feature strictly meant for retro purists: the option to emulate the NES’s flickering when there are too many sprites onscreen. I personally never used it – like most people, flickering always bugged me in NES games – but it shows the amount of attention they paid to detail when attempting to recreate MegaMan 2 on far more advanced hardware. In that sense, MegaMan 9 was a complete success.

For the most part, a lot of MegaMan 9’s sound effects were recycled from previous games, especially MM2. There were also some sound effects designed exclusively for MM9 itself, though all of the game’s audio was modelled after the NES’s sound chip. The game’s soundtrack was composed by Ippo Yamada, Ryo Kawakami, Yu Shimoda (who also worked on the game’s sound effects) and Hiroki Isogai – all members of Inti Creates’ internal sound team, referred to as III. Ippo Yamada previously worked on MegaMan 7, as well as the MegaMan Zero and ZX series. Of course, some of the game’s music – the menu screen tune, as well as the jingles for selecting a stage, getting a weapon, Game Over and the map screen for Dr. Wily’s Castle – were recycled directly from MegaMan 2. Aside from that, however, I’d say that the musical compositions deviate from MM2’s framework more than any other aspect of the game and frankly, I’d consider that a good thing. Despite the fact that most of Ippo Yamada’s compositions for the MegaMan series were built on more advanced sound hardware, he’s able to slip into the 8-bit style seamlessly. My favorite themes in the game are the stage themes for Galaxyman, Hornetman, Magmaman and Concreteman, as well as the standard boss fight music and the third Dr. Wily stage – though most people tend to prefer the first two. The music that plays over the game’s credits is also amazing. Of course, much like the Zero and ZX games, Inti Creates’ involvement with MegaMan 9 meant that an arranged soundtrack was released around the game’s release. While these tracks weren’t present within the game itself, they do offer some interesting rearrangements to the game’s compositions. Some were even handled by other composers from the Classic series, such as Akari Kaida, Shusaku Uchiyama, Yasuaki “BUN BUN” Fujita and even Manami Matsumae herself. I wish that these could’ve been incorporated into the game itself, but with WiiWare’s size restrictions, it would’ve been completely impossible.

There are also a few bonus features added to the game, to increase replay value. For example, there are 50 challenges hidden in the game – akin to in-game achievements – ranging from beating a boss with the Mega Buster or clearing a stage in a certain amount of time to beating the entire game without taking damage once. There was also a Time Attack mode, which allows players to replay any stage – though the Wily Castle stages have to be unlocked by beating them – in order to rack up the best possible time. Time Attack mode made use of all 3 systems’ capabilities to connect to the internet to maintain online leaderboards, allowing players to compete with people all over the world to complete each stage with the best possible time.

MM9-02

Somehow, I always pictured him being more dignified than this.

MegaMan 9 wasn’t the first game in the series to toy with downloadable content – more on that later – but it was the first to actively charge extra money for it. Having said that, I’d have to say that Capcom actually managed to price things fairly at this point. First off, there were two additional difficulty settings, labelled “Hero Mode” and “Superhero Mode,” which were available for $1 apiece. $1 was also the cost for an additional Special Stage, an extended-length level that pit MegaMan against the devious “Fakeman”, a police robot modelled after the one that apprehended Dr. Light in one of the game’s cutscenes.  Endless Attack was a special mode that pit players against an endless onslaught of stage segments – both taken from existing stages and some completely original – to see just how long they could last for a mere $2. The main attraction, however, was the ability to play through the game as Protoman, MegaMan’s mysterious older brother for a mere $2. Protoman plays fundamentally differently from the Blue Bomber, inheriting both the slide and Charge Shot MegaMan ditched in MM9, as well as gaining the ability to reflect certain shots with his Proto Shield while jumping. In exchange, Protoman takes twice as much damage as his little bro and can only fire two shots at a time, as opposed to the traditional three. He also replaces the Rush Coil and Jet with the Proto Coil and Proto Jet respectively – both themed around his trademark shield as opposed to the Blue Bomber’s canine companion – which he starts the game with. Of course, Protoman also lacks any of the game’s story cutscenes, as well as the ability to use the game’s shop. Honestly, I think that’s kind of fitting: Protoman was always depicted as something of a “lone wolf” character and completely rewriting the story around him seemed like a waste of time. Using Protoman also disables the ability to unlock in-game achievements, but I think that’s a small price to pay for something that should probably be saved for repeat playthroughs in the first place.

MegaMan 9 is really a hard game to gauge. Its Japanese subtitle “The Ambition’s Revival” was definitely fitting, as it provided a necessary in for both the Classic MegaMan series as a whole, which lied dormant for at least a decade – relegated entirely to re-releases and the occasional remake – as well as the retro-inspired aesthetic, which would eventually lead to a throwback trend that still exists to this day. I definitely enjoy it for the most part, but the fact that it essentially tries too hard to be a second MegaMan 2 sort of rubs me the wrong way. Ironically, despite being held up as a stellar example of what developers should try to achieve when building retro throwbacks, it’s a perfect example of one of the flaws so many people criticize when bashing the entire trend: it sticks too closely to the source material. I think most of the negative reviews I’ve seen for this game since its release nearly 10 years ago – has it really been that long? – have claimed that it was nothing more than a ROM hack. Now I’m not stupid enough to go that far when criticizing the game, but it’s obvious that Capcom went out of their way to try to recreate the magic of MegaMan 2. It was definitely a success on that front, but I’d argue that they might have done too well. If I haven’t already made myself clear in the earlier parts of this retrospective, let me make something crystal clear: I think that later games in the Classic series – not all of them, mind you – actually managed to exceed MegaMan 2 in terms of quality. Shooting to match something that’s already been improved on feels pointless to me, regardless of popular opinion. If the teams at Capcom and Inti Creates had been trying to make a game that was better than MegaMan 2, I’d be a lot more forgiving. Unfortunately, that’s not what they were aiming for. They simply wanted to match a standard that was topped years back. As such, I’d say MegaMan 9’s a good game, but definitely not the best the series has to offer.

MegaMan 10

The praise that MM9 received for being “a fresh breath of air for the entire franchise” makes the criticism lobbed at its successor all the more infuriating. Dismissed as a “lazy retread” by most members of the fanbase by the time the game was launched, MegaMan 10 continues the series tradition of later games being dismissed out of hand. In that sense, MegaMan 9 truly was a successor to the legendary second game in the franchise: no follow-up could have possibly lived up to the lofty expectations it inspired. If MM9 planted the seeds for the retro throwback trend that continues to thrive to this day, then MM10 clearly suffered because it hadn’t taken root by 2010. Likewise, whether indirectly or not, MM10 clearly took inspiration from the later games in the series, delivering a more developed project that would go down as my favorite mainline game in the Classic series.

Pleased with the success of the previous game, Capcom commissioned Inti Creates to develop MegaMan 10. Keiji Inafune felt that MM9’s “retro style” had contributed to the game’s success, so they decided to continue the trend in this new title. However, according to Ippo Yamada, while MM9 was developed as a spiritual successor to MM2, 10 was made up of “original pixel art and chip music, neither a remake nor a revival”. The development team decided that when developing this new installment that they should listen both to old-school gamers and former gamers who hadn’t played any video games recently. This led to the inclusion of Easy Mode, due to the complaints surrounding MM9’s extreme difficulty.

20171117195857_1

Seriously, this will never not crack me up.

After Dr. Wily’s scheme to frame Dr. Light failed, peace has returned to the future of 20XX. However, soon after Roboenza, an illness that only affects robots, begins spreading throughout the world. Without the assistance of their robot helpers, humanity finds itself incapable of finding a cure. Eventually, even Roll, MegaMan’s sister, is infected with the mysterious disease. Matters only get worse a month after the outbreak begins, as the afflicted robots begin going berserk and attempt to take over the world. One day, Dr. Wily’s flying saucer appears at Light Labs, heavily damaged. Wily claims that one of the robots attacked him and stole the parts to a machine he’d be working on to cure the virus. MegaMan vows to retrieve the stolen parts from eight Robot Masters, but before he’s able to jump into action, Protoman appears. Believing that the job is too big for the Blue Bomber to complete alone, he offers his assistance and the two join forces to acquire the cure.

For the most part, MegaMan 10 – bafflingly subtitled as “Threat From Outer Space!!” in Japan – resembles its predecessor in terms of its gameplay. MegaMan retains his abilities from the previous game, though this time around Protoman is playable from the start, also retaining his quirks from MM9. Both characters have their own unique storylines, which makes Protoman’s involvement feel a lot more organic than it did in the previous game. Aside from that, gameplay is mostly unchanged from the previous game, though the addition of multiple difficulty levels in the base game does allow for more variety than previous games in the series. One welcome addition is the return of the ability to switch weapons without pausing, assigned to the shoulder buttons on most controllers. Considering how easy it was to implement – the Wii Remote uses the A and B buttons – I’m still shocked that the previous game lacked this quality of life feature. Easy Mode actually manages to have more of an effect on the game than previous iterations: special propeller platforms are placed over gaps to make jumps easier, certain enemies are entirely missing from the difficulty setting, some enemies have completely different attack patterns and all damage is halved – just like in MM2’s “Normal” mode. However, beating the game on Normal difficulty unlocks Hard mode, which is the exact opposite of Easy Mode. Item drops are reduced significantly, nearly every enemy has an upgraded version and bosses even have entirely new attacks. These new features definitely add to the game’s replay value.

The support items from the previous game also return in full force: MegaMan has access to the Rush Coil and Rush Jet, while Protoman wields the Proto Coil and Proto Jet. As with the previous game, Protoman starts with both support items, while MegaMan only starts with the Coil. Fortunately, the Blue Bomber only needs to beat four Robot Masters to unlock the Jet this time around. The Shop also returns from the previous game, but this time, Protoman has access to one all his own. Both characters’ shops are completely different: MegaMan’s is run by Dr. Light and Auto, while Protoman’s is run by “?????” – in reality, a disguised Auto wearing a hard hat – accompanied by Tango, the robotic feline from MegaMan V. MegaMan’s offerings are essentially identical to the previous game, except Roll’s Costume Change is replaced with a W-Tank. Protoman’s offerings, however, are significantly more limited: he can buy extra lives, Energy and Weapon Tanks, Beat Calls, Shock Guards and the Energy Balancer. Kind of ironic that the character who takes twice as much damage can’t buy the item that halves it. I guess that would make the game too easy.

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A mystery wrapped in an enigma, wrapped in a Hard Hat.

Just like in its predecessor, MM10’s Special Weapons attempt to bridge the gap between the early games’ power and the later games’ practicality. In this case, it seems like they tend to evoke more of the latter quality compared to the previous game. In the end, they end up coming across like a mixture between the experimental qualities of the weapons found in MM5 with the non-combat applications of those found in MM8. While 10’s arsenal may not be the most devastating of the series in terms of firepower, they’re definitely among the most fun weapons in the entire series. My personal favorite weapon would have to be Pumpman’s Water Shield. A unique take on the traditional “Leaf Shield” weapon, MegaMan (et al) summons 10 orbs of water to act as a shield. Firing again shoots them off in random directions, sort of like a more chaotic version of MM7’s Junk Shield. The unique part is that each hit the shield takes only manages to dissipate one orb, but the wielder can still take damage from attacks that slip in between the gaps left in the barrier. Next up would be the Solar Blaze, Solarman’s weapon. It essentially fires off a bomb that splits into two waves of fire, each careening in opposite directions. It sort of reminds me of the Pharaoh Wave attack from MegaMan 2: The Power Fighters. Coming in at number 3 would have to be Nitroman’s Wheel Cutter. Similar to the Spin Wheel from MegaMan X2, it fires off a buzzsaw that travels across the ground when the fire button is released. However, if the button is held, the saw remains on MegaMan’s buster, which can allow him to scale walls quickly. Then there’s the Chill Spike, taken from Chillman. It fires off a glob of icy gel which forms spikes when it lands on the ground, but hitting an enemy with it directly freezes them temporarily, much like the Ice Slasher. Blademan’s (not that one) weapon, the Triple Blade, is my fifth favorite, firing three katana-shaped blades in a spread shot formation, though the pattern varies depending on whether it’s fired on the ground (straight, diagonal up, further diagonal-up) or while jumping (straight, diagonal-down, further diagonal-down). A little tricky to aim at times because of this, but it works well for the next part. The Rebound Striker, obtained by defeating Strikeman, is essentially an improved version of the Gemini Laser from MM3. The ball still ricochets around the screen, but this time it can be aimed in three different directions from the start – straight forward and diagonally up or down – which can allow for greater accuracy. Coming in at seventh place is Commandoman’s Commando Bomb, an explosive missile that can be aimed after firing by pressing up or down on the D-Pad, forcing it to turn at a 90 degree angle. Once it makes impact with a wall, ceiling or floor, it creates a large explosive wave that follows the contours of the landscape. This is where the majority of the damage comes from: the missile itself is a dud if it hits an enemy directly. Finally, there’s the worst weapon in the game, the Thunder Wool, courtesy of Sheepman. MegaMan fires off a slow-moving thunder cloud that slowly rises into the air and drops a powerful lightning bolt. Two clouds can be combined to increase the attack’s range and damage, but the cloud is so slow and fragile, it’s almost not worth bothering with the attack in the first place.

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A lot of weaknesses feel too esoteric, but this seems way too obvious.

While MegaMan 9 set out to imitate MegaMan 2 exactly, MM10’s aesthetics were clearly meant to be more of an homage to the classic 8-bit games, attempting to ape the classic console’s look while utilizing artistic tricks that the NES was clearly incapable of. For the most part, the game’s graphics are similar to that of the previous game, but the presentation is improved significantly, much to any retro purist’s chagrin. While various traits of the classic 8-bit system are retained in the game’s spritework and cutscenes – particularly the limited color palette – MegaMan 10 also decides to use graphical tricks that the classic console would clearly never be able to do within actual games. I think my favorite bit of presentation of the game is what happens when one of the Robot Masters’ stages are selected. A cyan rectangle, surrounded by a darker blue background above and below it. The background contains silhouettes of each of the eight Robot Masters – four above the cyan part, four below – and the chosen boss hops into the center, introducing itself. As each boss robot is defeated, their shadow is removed from the line-up. I don’t know why, but something about that just struck me as a nice touch. Compared to MM9, the game’s aesthetic clearly draws more inspiration from later games in the NES library but doesn’t tether itself to the system’s limitations. Perhaps the most evident shift away would be the fact that the flicker setting from the previous game is completely absent this time around. As with the previous game, MM10 uses a 4:3 aspect ratio for its gameplay. This time, however, there are graphical borders that vary based on whether the player is on the main menu or selected a character. Some players found this addition distracting, but I didn’t really mind one way or the other.

The sound team from the previous game returns. Ippo Yamada returns as the Sound Director, Hiroki Isogai joins Yu Shimoda on Sound Effect Design and Ryo Kawakami composed many of the game’s tracks. However, this time around, an all-star team of composers from previous MegaMan games return, each providing one of the Robot Masters themes. Manami Matsumae (MM1) composed Nitro Rider, Yasuaki “BUN BUN” Fujita (MM3) wrote Solar Inferno, Desert Commando was MM4 composer Minae Fujii’s contribution to the soundtrack, Mari Yamaguchi (MM5) scored the catchy Cybersheep’s Dream, Yuko Takehara of MegaMan 6 & 7 composed Polluted Pump, Makoto Tomozawa (Dr. Wily’s Revenge, MegaMan X, MegaMan 7 and the Legends games) produced Fireball Strike, Absolute Chill was composed by Shusaku Uchiyama (MM8) and Akari Kaida (MM&B) contributed King of Blades. In fact, Takashi Tateishi, the composer of MM2, even rearranged the standard stage clear jingle, while Manami Matsumae handled the trademark stage selected tune. As such, the game’s soundtrack comes across as eclectic, but also memorable in my opinion. MegaMan 10 also sets the record for having the most unique boss battle songs in the series history: there are unique themes for the Robot Master fights, the fortress bosses, the Wily Machine battle and the Wily Capsule, bringing the grand total to four. likely has my favorite soundtrack in the entire series, which makes it difficult to choose my favorite songs. Sheepman, Nitroman, Pumpman and Chillman’s themes are my top choices, as well as the third Wily Castle level theme (though the first and second theme are also great), the Wily Fortress Boss Battle and Protoman’s unique shop theme. MM10 also received an arranged soundtrack around the time of its release, though it was referred to as an “Image Soundtrack”. It’s a shame that not every song in the game gets remastered, but what manages to make it in sounds great.

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Somehow, Protoman even manages to make the MM4 charge shot look cooler.

The Time Attack mode and in-game achievements also return from the previous game. MegaMan 10 also adds a brand-new challenge mode, consisting of 88 mini-stages, each with their own unique layouts and requirements from completion, generally involving reaching a goal or defeating an enemy. Some of the earlier Challenges end up resembling a tutorial mode for the base game, while later stages put player to the test to prove their mastery of the game. These challenges also have various ranks, which can be unlocked by completing each challenge while meeting specific criteria, like finishing in a certain amount of time or beat it without taking any damage. It doesn’t really add that much to the overall game, but it is a nice extra feature that I would love to see return in future games.

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Did I mention just how much I love the references in this game?

As with the previous game, there is some paid DLC to extend replay value. This time, there are three special stages, which cost $1 apiece. This time, each stage is topped off with a boss fight from one of the three MegaMan Killers: Enker (from the first Game Boy game), Punk (MMIII) and Ballade (MMIV). These stages are only accessible in the game’s time attack mode by MegaMan, but defeating each boss adds their Special Weapons to the Blue Bomber’s arsenal permanently, in every game mode. Endless Attack also returns as additional DLC, costing $3 this time around. The game’s most important addition would have to be Bass as a third playable character, costing $2. Bass retains his aimable shot from MegaMan & Bass, but loses his double jump. He can also dash instead of sliding and comes equipped with the Treble Boost from the get-go. Unlike Protoman in the previous game, Bass even gets his own storyline and has access to a shop, run by Dr. Wily’s robotic bird Reggae. Bass’s shop selection is similar to Protoman’s, though the Beat Call is replaced with the Treble Item and Treble Rescue, which are functionally identical to the Eddie and Beat Calls respectively.

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A literal game-changer.

In the end, MegaMan 10 feels like more of a tribute game than an outright retro throwback. The fact that it was released after MegaMan 9 definitely hurt its reception – especially given the series’ reputation of low-effort sequels – but it seems that unlike the other MegaMan games that went unappreciated, MM10 still suffers from the poor reactions that plagued it upon its original release. I’d like to think that its position was exacerbated by the fact that it was the last true MegaMan release up to the present. While I hope time will heal the wounds this game has suffered in the past seven years, I grow more and more skeptical as time goes on. MegaMan 10 is still presently my favorite game of the entire Classic series and I think a lot of that has to do with just how perfect of a game it was to precede the great hiatus we’ve been suffering for over five years at this point. The game contains references to several earlier games in the series: the Weapon Archive boss fights in the first Wily Castle stage recreate Robot Masters from nine of the previous games; Bass’s gameplay is reminiscent of his previous playable appearance in MegaMan & Bass and Tango, Reggae and the MegaMan Killers all make appearances representing more obscure titles in the series. In a sense, if we had to say goodbye to the Classic MegaMan games – whether permanent or temporary – MM10 felt like a perfect note to end it on as it pays tribute to the franchise’s rich history, instead of just paying lip service to a single title. I’m still holding out hope that we’ll see a MegaMan 11 sooner or later, but until then, this game has left me satisfied for the time being.

MegaMan Powered Up

While MegaMan 9 didn’t arrive on the scene until 2008, there was one other title released between it and the delayed Western release of MegaMan & Bass on the Game Boy Advance. Releasing in 2006 on the PlayStation Portable, MegaMan Powered Up – known as Rockman Rockman in Japan – was a total reimagining of the 1987 classic that started it all. While remaking the first game in the series may seem frivolous by today’s standards with multiple re-releases of the NES version over the years, MMPU delivers a package that I’d count as the gold standard for video game remakes. Powered Up attempts to fix many of the flaws of the original game while maintaining the things that made it great in the first place and adding entirely new elements to keep the game feeling brand-new. In that sense, MegaMan Powered Up feels like the most substantial game in the entire series, no small feat for a game exclusively released on a handheld system.

MegaMan Powered Up was developed alongside a similar remake of the first MegaMan X game – MegaMan Maverick Hunter X – on Sony’s PlayStation Portable fairly early into its lifespan. Both games were intended to start an entire series of remakes, but unfortunately, due to the handheld’s lack of sales in any region when the games were originally released, these plans were inevitably scrapped. MHX was released first and as such, it included a demo for Powered Up as a bonus. The PlayStation Portable’s design actually had quite a significant impact on the development of the game. Due to the PSP’s widescreen aspect ratio, the super-deformed chibi artstyle was chosen to better emphasis the character’s facial expressions. Keiji Inafune expressed interest in using a similar style in the original MegaMan game but was unable to realize his vision due to the limitations of the NES hardware. The game’s aesthetic, especially the character models were designed around the concept of “toys”, specifically trying to design them to resemble “the kinds of characters that you’d see hanging off keychains and such”, according to character designer Tatsuya Yoshikawa. The extra screen space afforded by the widescreen also inspired the developers to expand the sizes of the stages, as they were given more screen space to work with. Keiji Inafune mentioned that there were originally going to be eight Robot Masters in the original MegaMan on the NES, but ended up with six due to tight scheduling. Inafune originally considered using one of the abandoned concepts – Bondman, a adhesives robot – in Powered Up, but decided that due to his cult status, he would leave the character as a “legend”. Instead, Inafune designed two original bosses: Timeman and Oilman – not that one – who had to be slightly redesigned outside of Japan, due to his resemblance to a racial caricature.

As one might expect from a remake, MegaMan Powered Up essentially retells the story from the first game, albeit in greater detail. In the year 20XX – I guess they figured “200X” didn’t sound futuristic in 2006 – humans have been able to create industrial humanoid robots. At the forefront of this technology is Dr. Thomas Light, a brilliant roboticist, who created two human-like robots with highly advanced artificial intelligence: “Mega” – I will never get over this change – an android resembling a young boy built as the doctor’s lab assistant and his sister Roll, a helper robot designed for housekeeping. After the success of these two robots, Dr. Light would build eight more “Robot Masters” designed for industrial use. Dr. Wily, a former colleague and rival of Dr. Light, becomes jealous of Dr. Light’s achievements and decides to attempt world domination. He steals and reprograms the eight Robot Masters to aid him in his megalomaniacal scheme. To add insult to injury, he leaves Mega and Roll behind, declaring them as nothing but useless scrap. With the world in chaos and Dr. Light fearing the worst, Mega volunteers to be converted into a super fighting robot. Rechristened as “MegaMan”, the Blue Bomber sets off to rescue his fellow robots and stop Wily’s evil plot. Of course, this game doesn’t take itself nearly as seriously as other games in the series, and considering that this is a Classic MegaMan game, that’s really saying something. I think MMPU is a pretty big part of the reason why I prefer the Western storyline of the original game – where Dr. Wily was Dr. Light’s assistant rather than just a colleague. I always used to wonder how Wily would’ve been able to steal Light’s robots if he weren’t working for him and ever since Powered Up’s release, I can’t help but think of him literally putting all of them in a giant sack and flying away. It’s both hilarious and impractical, but I really can’t think of any better way for Wily to have reprogrammed the robots if he didn’t do it under Dr. Light’s nose as his assistant.

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What, did you think I was joking?

The gameplay is pretty much what you’d expect from a MegaMan platformer. Stages are generally longer than those of the original game, and returning stages mix new obstacles into existing stages to create entirely new layouts. In fact, elements from future games – namely a few enemies and obstacles – manage to make their way into MMPU, paying homage to other games in the series. For example, the game starts with a unique introduction stage, much like MM7, MM8 and MegaMan & Bass, capped off with a brand-new, yet surprisingly familiar boss fight. Likewise, MegaMan can switch Special Weapons on the fly by using the shoulder buttons. Despite being a relatively early attempt at a 2.5D game – that is, a game with 3D graphics but gameplay limited to a 2D plane – Powered Up pretty much nails everything. It’s especially jarring considering this game was released in 2006 and on a portable game system of all things, when many of the game’s console contemporaries were still suffering from the  problems commonly associated with 2.5D games at this early stage in their development, let alone a platformer which requires more precise controls than most other genres. Look no further than the game’s counterpart – Maverick Hunter X – where the 3D models didn’t allow for the precision 2D platformers are generally afforded with sprites and other more traditional 2D artstyles, leading to ill-timed jumps and other unintentional difficulties for the player. Speaking of difficulty, each stage in the game has three difficulty settings: Easy, Normal and Hard. The difficulty is always chosen at the beginning of each stage and after the eight Robot Masters are defeated, the Wily Fortress stages can only be played on difficulty settings all of the previous stages were completed on or lower. Similar to MM10, each difficulty setting has its own enemy layout and boss characters even gain access to more powerful attacks on the higher settings.

The addition of two new Robot Masters actually changes quite a bit about the game compared to its source material. For starters, the boss weakness order has been heavily modified, even beyond the obvious way of just accounting for the additional bosses. To name a few, Rolling Cutter defeats Bombman now and Oil Slider is Elecman’s weakness, whose Thunder Beam now defeats Timeman. It may feel like just a small inconsequential change to the game itself, but honestly it refreshes the entire concept and keeps long-time fans on their toes. Another important change comes to the boss fights themselves, each Robot Master’s attack pattern has been expanded greatly over the 1987 original. Most importantly, they gain powerful special attacks that render them temporarily invincible. While these attacks are limited to when they’ve lost half their health, the difficulty setting affects how often they’re used. Frankly, I love the entire concept and wish that other games in the Classic series could have done something similar.

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Jump, jump! Slide, sl–whoops, wrong game.

Powered Up brings back a majority of the weapons from the original game, with the sole exception being the Magnet Beam. In its place are two new weapons: the Time Slow, which temporarily slows down time for a brief period and the Oil Slider, which fires a glob of oil that MegaMan can ride like a snowboard. Neither new weapon is particularly useful, but they are interesting concepts. I’d probably put both weapons below even the Hyper Bomb in terms of usefulness, but otherwise, my rankings for the weapons in the original NES version still hold true.

As I mentioned earlier, MegaMan Powered Up’s aesthetics deviate from the series in general, ramping up the cutesiness substantially even when compared to the Tezuka-inspired artwork of Keiji Inafune’s original designs. And yet, it’s probably one of the most gorgeous game in the PSP’s library, despite being released fairly early in the game’s lifespan. The character models are very expressive and all of the stages are colorful, with surprisingly detailed backgrounds despite the system’s small resolution. The lifebar and weapons meter also showcase MegaMan’s remaining lives and how many shots of each Special Weapon MegaMan has left, similar to both MegaMan 8 and the Complete Works games. Some people may be turned off by the game’s aesthetic, but frankly, I still think it holds up even to this day.

The entire soundtrack from the original game returns in MMPU, totally rearranged by Toshihiko Horiyama, who previously worked on MegaMan 7, the original MegaMan X, MMX4 and various other games across the entire franchise. Horiyama’s arrangements have lighter instrumentations, fitting with the game’s more light-hearted tone. Some of the games songs – notably Cutman, Gutsman and Fireman’s – were shifted from minor to major key, leading to them sounding a bit different. What’s really surprising is just how much of the music ends up getting recycled within the game itself. The boss theme from Dr. Wily’s fortress gets rearranged several times, quickly becoming the mad doctor’s leitmotif. So much of the music gets rearranged that there actually doesn’t end up being that much in the way of original music. What’s there – specifically the new main theme (which gets recycled even more heavily than the Dr. Wily theme), Oilman and Timeman’s theme – fits in perfectly with the new takes on the original compositions. My favorite songs in Powered Up’s soundtrack would have to be Timeman’s theme, the Fireman rearrangement, Cutman’s stage, the introduction stage, and the theme for the Wily Fortress boss fights.

In addition, Powered Up was fully voice acted, to an even greater extent than MegaMan 8. There were Japanese and English dubs, though the PSP’s UMD format could likely only handle one version per disc. As such, I’m only really familiar with the English version. The game’s English dub was handled by the Ocean Group, a production company based out of Vancouver, British Columbia, well known for many anime dubs. They also ended up providing the voices for the MegaMan cartoon in the 1990s, as well as the dub for the Rockman: Wish Upon a Star OVA. The game’s voice acting actually manages to give the characters even more personality than they did back in MM8: Elecman is a narcissistic pretty-boy, Gutsman becomes a total workaholic, Iceman becomes bi-polar – see what they did there? – shifting from wimpy snowman to drill sergeant and Fireman turns into a cross between a superhero and a fire and brimstone Southern preacher. Even the Yellow Devil gets voice acting! My personal favorites are easily MegaMan, who manages to sound like an actual child, and of course Dr. Wily, who sort of comes across like a shriller version of Wallace Shawn.

Perhaps the most impressive aspect of MegaMan Powered Up is the sheer amount of extra content crammed into the game. For starters, there are actually two entirely different modes of gameplay. The full-on remake is labelled as “New Style” upon starting a new game, but there’s also an “Old Style”: essentially a perfect recreation of the original MegaMan using MMPU’s art assets and control scheme. Personally, I think it’s the most playable version of the original MegaMan out there, making several concessions to recreate the game as closely as possible. This includes shearing down the PSP’s screen to an accurate 4:3 aspect ratio, bringing back the Magnet Beam as an unlockable support item and even bringing back the original 8-bit version’s music in its full chiptune glory. While a few concessions were made due to the difference in some of the designs between both versions, these have little effect on the actual gameplay. Granted, the gameplay itself did receive a few tweaks, but these were made to make the game more in line with the later NES games, fixing various oversights the version from 1987 never thought to change.

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I’ll never understand why the PSP had so many 4:3 games on it.

New Style has a few extra tricks of its own, mainly in the form of unlockable characters. For starters, all eight of the game’s Robot Masters are playable characters: to unlock them, just defeat them with the Arm Cannon alone. This allows the damaged robots to survive and be brought back to Dr. Light’s Lab and deprogrammed. Each Robot Master is only equipped with their respective weapon, giving each of them unique challenges. Fortunately, they also have other special abilities. These range from the mundane – Fireman’s immune to fire attacks and Oilman doesn’t slip on oil – to the practical – Timeman retains his clock-hands attack and Cutman can wall-jump. The most impressive change would have to be Gutsman, who can summon a set number of tossable blocks at will, turning the Super Arm from a mere gimmick into the devastating onslaught it always should’ve been. Each Robot Master has their own take on the story, fighting a MegaMan doppleganger (referred to as “MegaMan?”) at the end of the stage they usually occupy. Beating the game on each difficulty setting also unlocks a new variant of MegaMan: Easy Mode unlocks “MegaMan S”, capable of sliding like in MegaMan 3; “MegaMan C” is unlocked by clearing the game on normal difficulty, still boasting the slide but also regaining the charge shot from later games in the series; while Hard Mode “rewards” players with “Mega”, who trades his blue armor and Mega Buster for a pair of comfy shorts and a swift kick. MegaMan’s sister Roll was also available as free DLC. She fights by swinging a broom, almost acting as a parody of Zero. Better still, Roll also has access to 12 alternate costumes, ranging from her MegaMan 8 outfit and a raincoat that evokes Toadman.EXE from the Battle Network games to a witch’s robe and a knight costume that resembles Sir Arthur’s armor from the Ghosts ‘n Goblins games. Finally, MegaMan’s older brother Protoman is also unlocked by completing all 100 in-game challenges – more on those in a bit – but Capcom eventually offered him as a free downloadable character too. Unlike other games in the series, Protoman’s only weapon in Powered Up is the Proto Strike, which fires off giant, powerful shots similar to a fully-charged Mega Buster shot, though only two can be on-screen at a time. He can also block various projectiles with the Proto Shield by standing still, though it can be knocked away with powerful attacks, requiring it to be retrieved. To compensate for these advantages, he takes twice as much damage as any other character in the game. Considering the sheer amount of playable characters, not to mention the 3 difficulty settings, some people have claimed that the game has 468 levels, but this seems like a bit of a stretch.

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I’m still a bit rusty, but does fire beat scissors?

There are also two more additional modes. First, there are the Challenges. MegaMan and each Robot Master have 10 unique challenge mini-stages, coupled with 10 Boss Rushes to make a total of 100 overall. The real star of the show has to be Construction mode. Long before games like Super Mario Maker and even the Little Big Planet series, MegaMan Powered Up allowed players the chance to create their own unique stages. While the interface was a bit clunkier than future titles – the PSP’s small screen and lack of touch controls didn’t help matters – the customizability allowed players to create stages on par with the ones already found in the game. There were also various special expansion packs, adding new stage elements, hidden throughout stages in New Style mode. In fact, there were even tilesets based on the original 8-bit NES game stages – even Timeman and Oilman get some love in this regard – that I wish Old Style had used as opposed to the standard Powered Up backgrounds, but you can’t get everything you ask for. On top of this, there was also an Online Infrastructure mode, allowing players to share their stages with each other all over the world. In fact, even Capcom themselves got in on this action, regularly releasing custom-built stages of their own throughout the game’s first year of existence. With these various features, MegaMan Powered Up’s size was only limited by the player’s Memory Stick, which was generally either small or quite expensive, especially when the game was first released.

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Literally hundreds of hours of gameplay. And that’s just figuring out the interface.

I’d generally count MegaMan Powered Up to be among the best games in the entire MegaMan series, as well as one of the best video game remakes of all-time. As such, I’d also say that it’s the perfect game for anyone trying to get into the series: it’s a perfect retelling of the first game, with top-notch gameplay and several bonus features. There’s only one problem: it’s not available on modern platforms, at least outside of Japan. You see, while many PlayStation Portable games are available as downloadable titles on the PlayStation Network, the North American version of MMPU had various technical difficulties that neither Capcom nor Sony were able to fix, leaving it in a state of limbo. While Rockman Rockman did end up seeing release on the Japanese PSN store, the difficult nature of the PlayStation Vita – the only platform still in production at the time of writing capable of playing PSP games – and dealing with other regions will make this difficult to obtain for gamers outside of Japan. Ironically, despite the game’s critical success, Capcom has never attempted re-releasing the game on any other platform, which just seems like a mistake to me. Bundling the game with Maverick Hunter X and selling it as a digital title on modern platforms (including PC) just seems like a brilliant move for these games that many fans of the series never got the chance to play. Better still, platforms like the Nintendo Switch and PC could easily improve the admittedly awkward Stage Construction interface – the mode’s only major limitation. Considering all of the re-releases Capcom’s been doing lately, I hope the PSP MegaMan games eventually get their day in the sun.

Interlude: MegaMan Universe

Of course, while MegaMan Powered Up didn’t see a direct successor, Capcom attempted to revive the stage builder concept in a game years later. MegaMan Universe had a unique artstyle – which I liked personally – and included cameo appearances from characters like Street Fighter’s Ryu, Sir Arthur from Ghosts ‘n Goblins and even the infamous “Bad Box Art” MegaMan from the North American cover of the original game. In addition to these unique features, the game appeared to be taking much of its inspiration from MegaMan 2, including all eight of the Robot Masters from MM2 in the game’s promotional material. In addition to customizing stages, players would also be given the opportunity to build their own playable characters by combining various pieces from existing models and customizing them with a unique name. The game was set to be the next release in the series after MegaMan 10, but it was unceremoniously cancelled soon after it was originally announced.

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Good night sweet prince: And flights of angels sing thee to thy rest!

The reason I bring this game up is that I actually played it. Back in late 2010, I attended New York Comic Con for the first time and visited Capcom’s booth. It was quite popular that year, with announcements like Okamiden on the DS, the similarly-cancelled MegaMan Legends 3 Project on 3DS and the original Marvel vs. Capcom 3. I was a Classic MegaMan fan at heart, so I had to get my hands on the game. I only got to play the demo at the kiosk once, but I still remember quite a few details. For example, the demo offered three different stages, each based on their difficulty – I obviously chose the most difficult stage. Each play session afforded the player with the standard 3 lives and I managed to complete the on my last life. For my troubles, I won a nice little prize, given to everyone who completed the most difficult stage: an inflatable lance based on Sir Arthur’s, marked with the MegaMan Universe logo, which I still have to this day. Honestly, there really wasn’t that much to hate about the game. At worst, the controls felt a bit wonky compared to other games in the series, but considering how early in development the game was, it could’ve easily been tightened up in future builds.

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Brown and gray? Has MegaMan finally gone AAA?

However, this wasn’t taken into account by either the gaming press or the public in general. The game was considered an abomination at first glance. The artstyle was “hideous”. The controls were incompetent. Everything about the game was irredeemable. Just ignore the fact that MegaMan 10 was derided for being too similar to the previous game in the series, Universe was far, far too different. Soon after the game was first announced, news about the game began to dry up. I remember a short time before the game was officially cancelled, I asked Christian Svensson – then-Senior Vice President of Planning and Business Development at Capcom USA – about whether or not MegaMan Universe had been cancelled on Capcom-Unity’s “Ask Capcom” forum. He stayed cryptic, simply stating that the game was going in a new direction. Not long after, the game’s cancellation was officially announced. The games media in general was shocked – a MegaMan game getting cancelled? Unthinkable! – but not remotely disappointed. Everyone was more excited about MegaMan Legends 3 anyway, Universe was nothing more than a terrible game that no one wanted.

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Low on cash, Roll scores a part-time job at Build-A-Bot.

Public perception of Universe did a complete 180 after Legends 3 was “cancelled”. Suddenly it had gone from a waste of Capcom’s resources to yet another innocent victim in the wake of the company’s sudden anti-MegaMan sentiment. I still consider most of the people who began mourning the demise of Universe once MML3 had met the same fate to be hypocrites of the highest order. A game that was literally smothered in its crib due to sheer antipathy from the very fanbase holding it up as an example of Capcom’s mistreatment of the franchise in general. My stomach still turns whenever I see people bring up MegaMan Universe and there’s one question on my mind every time I see anyone bring up the game’s existence: did you always care or just when it suited you?

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At the very least, having a bigger screen would’ve been nice.

Of course, there have been more cancelled projects since then. A Korean MMORPG called “Rockman Online” was in development by NeoWiz Games and was set to feature characters from both the Classic and X series was announced around the same time as the other two projects, but wouldn’t be officially cancelled until 2013. There was also a gritty reboot planned for the MegaMan X series, a first-person shooter codenamed “Maverick Hunter”, set to be developed by Armature Studio, comprised of several developers who worked on Nintendo’s Metroid Prime games. The latter was only discovered long after it had been discarded, and while I joke that it’s the game the MegaMan X fanbase deserves, it honestly looked somewhat interesting.

Street Fighter X MegaMan

1987 may very well be the most important year in Capcom’s existence. It was the year that two of the series that led to them becoming household names were first released. I’ve already mentioned that the original MegaMan was released in December 1987, but the first Street Fighter – not Street Fighter II – was first released in arcades that summer on August 30th. Just think about that, most companies these days would kill to start two brand-new highly-successful franchises in the same decade, let alone the same year. In 2012, Capcom celebrated Street Fighter’s 25th anniversary with a massive media blitz and the release of Street Fighter x Tekken. Capcom decided to float MegaMan’s celebration to the following year – the less said on that, the better – but decided to give a small nod to the Blue Bomber during the World Warriors’ massive celebration. On December 17, 2012 – exactly 25 years after the release of Rockman on the Famicom in Japan – Capcom paid tribute to two of their flagship series with Street Fighter X MegaMan, a free downloadable PC game made available exclusively on the Capcom-Unity website.

The game originally began development as a fan-game back in 2009 by Seow Zong Hui, a Singaporean Engineering student going under the alias “Sonic”. He tried to recreate the MegaMan physics engine to practice his programming and due to the prevalence of 8-bit Street Fighter images drawn in the MegaMan style, he decided to put Ryu in the project on a whim. In 2012, he presented a work in progress build of the game to Capcom USA who decided to fund the project, in exchange for providing creative input and the exclusive rights to distribute the game online.

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MegaMan blasting animals? This truly is a PC game.

Pretty much everything about this game resembles the classic 8-bit MegaMan games of the NES era. This time around, MegaMan regains his slide and charge shot from the later games in the series, but considering that he’s facing off with eight of the strongest fighters in the world, he’ll need them. All things considered, Seow Zong Hui did a pretty good job recreating the physics of the Classic MegaMan games. SFxMM takes bosses from various games in the Street Fighter canon: main protagonist Ryu; Blanka, Dhalsim and Chun-Li who made their debuts in Street Fighter II; Rose from Street Fighter Alpha; Rolento from Final Fight – who would go onto appear in the Alpha series; Urien from the Street Fighter III games and Crimson Viper from Street Fighter IV. The Wily Fortress in this game is themed around Shadoloo, with Balrog, Vega and M. Bison – or M. Bison, Balrog and Vega, if you go by the Japanese names – acting as the game’s fortress bosses.

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Balrog’s stage literally just consists of running away from him. It’s perfect.

The game’s stages are standard MegaMan fare, each using settings that are associated with the origins of each Street Fighter. For example, Blanka’s level takes place in a Brazillian jungle, Dhalsim’s stage is a maze resembling his stage from SF2, Urien’s stage takes place in an Olmec temple and Rolento’s stage takes place on a construction site. Most of the stage enemies come from earlier games in the MegaMan series – Sniper Joes armed with laser and Mettools riding bicycles are among the highlights – but there are also some unique enemies, like flying swords, giant roses and even robots based on members of Gill’s Illuminati. The boss fights have also been tweaked from the traditional MegaMan games. In addition to the standard health meter, each boss also has a Revenge Meter – like the one found in SF4 – which fills as the boss takes damage. Once it’s completely full, the boss can perform a powerful Ultra Combo, which deals major damage in MegaMan gets hit by it. I liked this addition, as it managed to implement some elements from the Street Fighter games into the gameplay itself.

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Brown and gray? I already made that joke!

On January 18th, 2013, an updated version of the game – dubbed “v2” – was uploaded to Capcom-Unity, replacing the original. This new version added new features like improved controller support, bug fixes and most notably, a Password system based on those from the NES MegaMan games. Originally, SFxMM was intended as a one session game, but many players requested some kind of a save system. The game was also tweaked to be more user-friendly: confirmation prompts were added to the game’s quit and reset functions and a screenshot function was added, which made keeping track of passwords easy. This new version also increased the difficulty of the game’s final boss, making M. Bison a truly challenging foe.

The game also had a whole host of secrets. Originally, SF3’s Yang was planned as a boss character, but replaced by Chun-Li in the final game. His weapon, the Sei’ei Enbu, can be unlocked in-game via a secret code. There’s also a code to replace the entire game’s soundtrack with a recreation of Guile’s theme, relating to a popular internet meme. MegaMan could also sport a helmetless look with a special code on the boss select screen. There were also two secret bosses that could be unlocked by performing specific requirements before the game’s final stage. To unlock Akuma as the game’s secret true final boss, players must defeat four or more stage bosses with full health, earning a Perfect Victory. V2 added Sagat as a second secret boss, fought right before taking on M. Bison. To unlock that boss fight, players need only score four or more Perfects during the boss rematches in the third Shadaloo Fortress stage.

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Does he or doesn’t he? Only his hairdresser knows for sure.

Of course, defeating each of the initial eight Street Fighters grants MegaMan a Special Weapon. In most cases, they’re actually based on real moves from each character’s moveset, but there are exceptions. As usual, I’ve decided to rank these from best to worst. My favorite weapon is easily Rose’s Soul Satellite, which surrounds the Blue Bomber with two spiritual orbs, acting sort of like a Leaf Shield. While active, MegaMan can fire another orb at no energy cost. The best part is that if MegaMan swaps weapons while using it, the orbs stay out, changing color to match Rock’s current weapon. Aegis Reflector was one of Urien’s Super Arts in SF3 and it produces a shield that reflects projectile attacks, disappearing either after 5 seconds or deflecting 3 shots. As with the Soul Satellite, the Reflector stays active while switching weapons. Then there’s the Optic Laser, originally one of C. Viper’s special moves in Ultimate Marvel vs. Capcom 3 – which was, in turn, a reference to the X-Men character Cyclops. MegaMan fires off a powerful beam attack, consisting of four segments, each dealing its own share of the damage. Then there’s Ryu’s classic Hadouken, which can either fired normally or charged to become more powerful. Of course, MegaMan can also use this attack without even defeating Ryu in the first place: just perform the traditional Hadouken motion (down, down-forward, forward) followed by the fire button and MegaMan performs the signature attack, even without equipping a Special Weapon. Then there’s Dhalsim’s Yoga Inferno, which fires a stream of flames, while leaving MegaMan immobile – similar to the Wave Burner from MegaMan & Bass. The trajectory of the attack can be changed by hitting up or down. The Mine Sweeper, obtained after defeating Rolento, lobs a grenade at an arc. When it collides with anything, the bomb explodes, causing multiple hits of damage. Blanka’s Tropical Hazard is a random attack that isn’t really based on any of the Brazilian beastman’s attacks, rather one of his victory poses. MegaMan drops a watermelon right in front of him, which he can slide into or kick. He can also jump on top of it, bouncing into the air. In this sense, it’s much like MM8’s Mega Ball. Finally, there’s the Lightning Kick, Chun-Li’s signature attack. MegaMan does several quick kicks in succession, dealing decent damage at severely limited range. As for the unlockable Sei’ei Enbu technique, MegaMan is capable of moving faster, jumping higher and generating afterimages as he moves. These afterimages mimic MegaMan’s actions and even shoot Mega Buster shots when he does. Of course, MegaMan is limited to his standard weapons while using it and the energy meter counts down while the weapon’s in use. After inputting the secret code correctly, the Sei’ei Enbu can be activated by hitting the Left Weapon Change and Fire buttons at the same time.

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20 takes and that was the best one.

As with pretty much everything else, SFxMM’s artstyle mimics the NES MegaMan games. MegaMan is accurate to the original design, while the sprite work on the Street Fighter characters seem similar to Capcom’s own 8-bit take, but they also manage to be animated fluidly, which is impressive. The game’s backgrounds are hit-and-miss, some stages exceed the NES’s capabilities, while others end up looking a little plain but accurate. The various menus and map screens do a good job of blending 8-bit MegaMan and Super Street Fighter IV aesthetics, which is a nice touch. I also appreciated seeing Dan in the game, even if he was essentially a training dummy to show off all of MegaMan’s new weapons.

The game’s soundtrack was composed by Alex Esquivel, better known by the pseudonym “A_Rival”. If I’m going to be honest, I think it’s perfect for this game. A_Rival essentially transposes various Street Fighter themes into a style that’s practically identical to 8-bit MegaMan. In some cases, he even blends together each Street Fighter’s stage music with classic MegaMan tunes, like Dhalsim who takes riffs from Snakeman’s theme in MM3 or Rolento who takes cues from Heatman’s stage. I think my favorite themes in the game would have to be the Boss Battle music, based on the Drive-In At Night stage in SF4; the Get A Weapon theme, based on Dan’s Stage; the first Shadaloo stage, based on Balrog’s theme; as well as the songs from Rolento, Blanka, C. Viper and Urien’s levels.

There’s really little to complain about when it comes to Street Fighter X MegaMan. Considering it literally costs nothing, it’s actually a really touching tribute to the two franchises that made Capcom a household name in the first place. The only thing that really makes it bittersweet is the fact that many people assumed that this was a sign of big things to come for the Blue Bomber. After Keiji Inafune left Capcom, MegaMan in general has been ignored by the company – quite a massive shift for a series that, at its peak, would receive roughly half a dozen games per year. And yet, the hiatus never really ended. MegaMan’s seen several licensing deals since then, not to mention a major cameo in Super Smash Brothers for 3DS and Wii U, but nothing in the way of actual new releases. The fact that the game’s still just relegated to the Capcom-Unity website also feels like a crime to me. You’d think that Capcom USA would at least consider putting the game on Steam as a free download. Maybe they’ll do that this year for the 30th anniversary. At the very least, it’d be nice to see it on a more permanent and accessible platform. Worse yet, since SFxMM’s release, there have been several other high-profile fangames – which I won’t refer to directly for obvious reasons. I’m surprised that Capcom USA hasn’t considered making similar deals, at the very least, it would probably help to quell the fanbase’s lamentations over the Blue Bomber’s perceived demise.

Interlude: MegaMan Legacy Collection 1 & 2

This brings us to the latest releases in the MegaMan series, which are ironically enough just compilations. On the plus side, the games had been pretty much relegated to the Virtual Console on the Nintendo Wii, 3DS and Wii U for the past few years, so allowing other platforms some form of re-releases is nice. Better still, these are the first official releases of mainline Classic MegaMan games on the PC – the Hi-Tech Expressions games obviously don’t count. At this point, the sheer lack of releases in the franchise has left many fans listless, so seeing the series make an appearance on modern platforms, even if an extremely familiar one, was welcome.

 

Before I get into the Legacy Collections themselves, some of you may be wondering why I didn’t cover the MegaMan Anniversary Collection, released in 2004 on the PlayStation 2 and GameCube, with a delayed Xbox release the following year. Quite frankly, I did bring up the Anniversary Collection twice before – when discussing Rockman Complete Works and the arcade games – and the remainder of the package seems to be hardly worth any mention. The extras consist of a few “interesting” remixes of classic MegaMan songs, an image gallery and a variety of video extras that vary between versions: the first episode of the Ruby-Spears MegaMan cartoon on the PS2, the GameCube version including an interview with Keiji Inafune and bafflingly, the first episode of MegaMan NT Warrior (the English dub of the anime based on the Battle Network games) on the Xbox version. In fact, what few people tend to realize is that MMAC also had several technical issues, including terrible ports of both MegaMan 7 and 8. Various audio cues and songs were distorted heavily in every game and worst of all, the GameCube version reversed the jump and fire buttons and the controls couldn’t be altered. The fact that so many people considered the Legacy Collections to be ripoffs compared to the previous abomination of a compilation reeks of rose-colored nostalgia. And that’s a pretty damning statement coming from someone who has essentially written a novel’s worth of words on a video game series that started in the late ‘80s.

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I love that there’s the option to just fight bosses in these collections.

The first MegaMan Legacy Collection was released in 2015 by Digital Eclipse for the PlayStation 4, Xbox One and PC platforms in North America, Europe and even Japan, where it took on the name “Rockman Classics Collection”. A 3DS version with additional bonus content was released the following year. It was originally billed as having perfect recreations of the first six MegaMan games, when in reality, it used an emulator. While the game did launch with various issues, bug fixes allowed the collection to reach its full potential. Compared to the aforementioned MMAC and the Virtual Console releases on various Nintendo platforms, these are probably the best official releases of the NES games to date. Digital Eclipse also managed to include several visual options. Aspect ratios include Original, a pixel-perfect recreation of the NES’s original resolution; an extended “Full” setting, which increases the resolution while keeping the original’s aspect ratio and Wide, which renders the game in a 16:9 for people who love seeing the 8-bit classics squashed beyond recognition. The first two settings also have the option to add a border, consisting of artwork from the Japanese box arts and there are also three filter options: the option to run the game without a filter, one that emulates a classic CRT TV (fittingly labelled “TV”), and Monitor, which essentially acts as a happy medium. The game also has full controller customization – including a rapid-fire button – and settings are maintained between games. MMLC also included savestates, allowing players to save their game at any time and return to it at their leisure. Digital Eclipse and Capcom would end up partnering for a second collection of NES re-releases – the aptly-titled Disney Afternoon Collection – which released in 2017.

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NES Remix, eat your heart out.

Meanwhile, Capcom ended up developing MegaMan Legacy Collection 2 in-house and released it the same year. This game consisted of MegaMans 7 through 10 and the ports were about on-par with Digital Eclipse’s work in my opinion. The collection, like its predecessor, was released on the PlayStation 4, Xbox One and PC, though oddly, not on the 3DS. The game’s menus are based on MegaMan 8, utilizing existing art assets and music, as opposed to the more generic theming from the first Legacy Collection. The save system is different from the previous game, focusing on checkpoints rather than save states. Many players complained about this change, but I prefer it: it does a much better job of balancing the games’ difficulty, acting more like an infinite lives code than a rewind button. The aspect ratios from the previous game return, though the “Monitor” filter option is removed from the first MMLC. In exchange, players now have the choice of 4 different background borders. Controller layouts differ between games, simply due to the fact that the games themselves had different control options and auto-fire is only an option in MegaMan 7, 9 and 10. Likewise, MegaMan 9 has a different aspect ratio compared to the other games in the collection, appearing smaller in the Original and Full resolutions. This ends up making for a less cohesive package compared to the first MMLC, but everything ends up working out.

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Is it just me or does Frostman’s concept art look way more like Coldman?

Both collections have similar extras. There are music players containing the soundtracks of every game in each respective compilation, as well as art galleries. Digital Eclipse definitely provided a more robust package in the latter’s case, but Capcom managed to scrounge together a decent collection. A nice feature present in both games is the ability to access boss fights through the Database and Art Gallery respectively. There are also a unique set of challenges in both games and this is where the first Legacy Collection really shines compared to its sequel. Due to the fact that the NES games all essentially run on the same engine, Digital Eclipse was actually able to mix and match segments from all six games. The second collection’s challenges are similar, but generally limited to a single game at a time. There are also boss rushes in the challenge mode. To make up for its shortcomings, MMLC2 also includes all of the extra modes from MM9 and 10 in the Challenge section. Likewise, all of the DLC for both games can be unlocked by completing each game once – or by inputting a special code on each game’s title screen, for people not willing to replay the game all over again.

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Not as awesome as the first game’s challenges, but still a nice extra.

Of course, both collections are great additions to modern platforms, bringing back 10 Classic MegaMan games to modern and long-time gamers alike. I’d honestly say that both Legacy Collections are perhaps the ideal way to enjoy the Classic MegaMan series. Some have speculated that Capcom may work on a similar collection for the MegaMan X series next, but personally I’d love to see at least one more compilation for the Classic games. While the first two definitely scratch an itch, there are so many games left in the Classic series that I believe deserve the same treatment – I’d personally love to see an official English translation of the Super Famicom version of MegaMan & Bass, console releases of the Game Boy games, another port of the arcade games and even the first official North American release of MegaMan: The Wily Wars! There’s still so much left that could be put in a third Legacy Collection.

The Future of MegaMan

So we’ve reached the end of the existing games. Before I move on to discuss my own thoughts for the franchise as a whole, there’s one oddity present in MegaMan Legacy Collection 2 that I’d like to discuss. Tucked away in MegaMan 8’s art gallery is a strange piece of artwork. Resembling the Blue Bomber’s design from Super Smash Bros. for Nintendo 3DS and Wii U, but utilizing a transformation not unlike the Soul Unison concept from the Battle Network series. Matters were complicated when a Nendroid figurine of MegaMan’s sister Roll was announced this past September, sporting a brand-new design with a similar artstyle to MMLC2’s mystery artwork. Speculation has run rampant since then and frankly, I don’t know what to make of either image. I guess I’ll just hope for the best.

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Seriously, I’m digging these designs.

As I said in the beginning of this segment, I’m not going to pretend I know what the future holds in store for the Blue Bomber or any of his offshoots. The best I can really do is speculate on the directions I’d love to see the series take. Whatever impact the departure of Keiji Inafune had on the series as a whole will probably remain a mystery for all times, but considering the sheer amount of merchandising associated with the character, as well as the backlash at the 25th anniversary’s anemic offerings, I’m almost positive that Capcom has to be gearing up for something big. Whether that’s a good or bad thing remains to be seen – after all, I obviously wrote all of this before the actual 30th anniversary – so until then, all I can leave you with are my opinions on the franchise itself.

For starters, three sub-franchises in the MegaMan brand have come to a conclusion: MegaMan Zero, Battle Network and its successor, Star Force. Considering the fact that one of the challenges surrounding the MM brand as a whole is the splintering of the franchise, leaving any series that has reached a satisfactory conclusion in hibernation is probably the best bet for the intellectual properties’ health. At best, I could see another compilation title for the Zero games and especially the Battle Network series. Star Force, on the other hand, will likely remain dead for the foreseeable future, considering its overall unpopularity. Likewise, I wouldn’t expect a follow-up to Rockman Xover: the game was so unpopular, that North Americans campaigned to prevent its release in their region and the mobile game ceased operations back in 2015.

The MegaMan ZX series, on the other hand, ended on a cliffhanger. MegaMan ZX Advent, the second and as-of-right-now final entry in the series, seemed to imply that a third game would’ve provided a finale. Unfortunately, out of all of the games I’d consider possible, it’s the long shot. I don’t know if Inti Creates and Capcom have maintained a working relationship – especially considering the former’s partnerships with various other companies, as well as their own independently published titles – but even if that were still viable, the ZX games didn’t have the largest fanbase – though Advent did manage to outperform the original in sales. I would personally love to see a MegaMan ZX3, but I’m pretty sure I’m in the minority as far as the overall MM fanbase is concerned.

Then there’s the game that almost was: MegaMan Legends 3. On the surface, it seems like an obvious choice, especially if Capcom intends to get back on the fanbase’s good side. I’d argue that there are far too many open wounds involving the game’s development and regardless of his present reputation, doing the game without Keiji Inafune would probably be a massive mistake. MegaMan Volnutt was the first iteration of the character that Inafune himself designed and given his schemes to get the game made in the first place – Capcom’s MT Framework engine was even named after MegaMan Trigger – I just feel like there’s a chance that a game without Inafune at the helm wouldn’t live up to anyone’s expectations. The excitement surrounding the MML3 Project and its unreleased prototype only serve to complicate matters. Considering the fact that Keiji Inafune seems to have moved on, supposedly working on the suspiciously similar Red Ash, I think the ship may have sailed on this one. Still, if Capcom’s willing to take the risk and if Inafune managed to create an entire outline for the game’s plot, it could be viable to some degree. I just wouldn’t hold my breath.

Of course, who’s to say that a new MegaMan game would necessarily have to exist within an existing sub-series? Capcom seems to be gearing up for a massive marketing push surrounding the upcoming cartoon, developed by Man of Action Studios, and set to premiere sometime next year. This new animated series is set to take place within its own continuity and several people have speculated that any new MegaMan game would likely be a tie-in game. I’m apprehensive toward the idea: Capcom hasn’t had the best track record with releases and tie-in video games for similar multimedia projects – Pac-Man and the Ghostly Adventures and Sonic Boom – have generally ended up mediocre at best. The fact that this new cartoon itself seems to have been designed from the ground-up to make me hate it as much as humanly possible doesn’t help matters much. Frankly, I’d rather see a title based around Bad Box Art MegaMan. Honestly, ever since his cameo appearance in Street Fighter X Tekken, I’d been hoping for a title based around the character, maybe designed as a more modern incarnation of the Legends series, combining action-RPG and third-person shooter mechanics. There’s absolutely no chance this would happen, but I can dream, right?

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I’m not kidding. I’d buy a game starring this guy in a heartbeat.

The recent appearances of MegaMan X and Sigma as well as the return of Zero in Marvel vs. Capcom Infinite has led many people to speculate that MegaMan X9 may be a part of Capcom’s upcoming plans for the franchise. I’ve already gone into details about my concerns with the project years ago, and I’d say many issues with the concept still apply to this day. I supposed it would at least be interesting to see what Capcom ends up putting together for this kind of release. A SNES-inspired continuation from X8’s cliffhanger ending seems like the safest bet, though I could also see a full-on reboot based on either the 16 or 32-bit era’s artstyle happening just as easily. Whatever Capcom decides, I’m almost certain some major portion of the MMX fanbase will feel overlooked in the process.

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I wonder if they just recycled Zero’s alternate costume from the last game to make X’s model.

It’s funny, roughly a decade ago, I actually ended up coming up with some concepts for fan-games in the MegaMan series, three in total. MegaMan 9 obviously happened, but the other two were a bit more out there. First off, there was MegaMan VI – quite literally, a successor to the Game Boy games. The other was a MegaMan & Bass 2, which would essentially expand the playable roster to 3, with the inclusion of Protoman, and focus on the first game’s gimmick of different paths per character to a greater extent. The actual design documents I came up with all those years ago don’t really matter in the grand scheme of things, but I’d love it if Capcom effectively did either of these concepts. Of course, by this point, I’d probably prefer seeing Roll as a playable character over Protoman in future MegaMan titles, but honestly, the more the merrier. Unfortunately, as the release of the Nintendo Switch effectively means that there are no longer any dedicated handheld consoles any more, making a successor to the Game Boy games sort of feels pointless. Likewise, MegaMan & Bass’s major gimmick of having multiple playable characters was implemented into MegaMans 9 and 10, so there’s really little point in making a direct sequel to that either.

At this point in time, if you asked me what I feel like Capcom should do with the Classic MegaMan series, I’d have two answers for you, answers that honestly go hand-in-hand. A while back on Twitter, someone mentioned the idea of making a “MegaMan Mania”: not the failed Game Boy Advance compilation, but rather another Classic MegaMan throwback title in the same style as the recent Sonic Mania. I’d essentially pitch the game as a pure anniversary game, effectively taking Robot Masters from the previous games – MegaMans 1 through 10, MegaMan & Bass, MegaMan V and a few others to round things out to a grand total of 16 – built in a style that is inspired by the NES games, except more advanced. The other game would be MegaMan 11, which would essentially deviate from the NES style entirely. People complained about MM10 continuing the throwback trend 9 started, so it’s only fair to finally bring the series back in a more modern light. MM11 would effectively try to modernize the series in the way that 7 and 8 attempted, but without making concessions to the NES era’s pixel-perfect gameplay. I can’t really say much about the concept except that the gameplay would still be 2D. Whether that comes with some sort of faux-retro look more advanced than the traditional 8-bit style, a 2.5D game with 3D models on a 2D plane or even hand-drawn artwork, if the core of the series remains intact, I’d love to see just what kind of crazy directions the series could go through if Capcom decided to try an entirely new style.

That brings my retrospective to its conclusion. I guess I felt the need to speculate on future releases, not only because the MegaMan line-up is sparse compared to the other series I’ve covered – Zelda, Tekken and Ys all had big releases this year – but also to give myself a sense of closure. I wrote this whole thing over the course of a few months to have it ready in time for December 17th, 2017: the 30th anniversary of the day the original Rockman was released in Japan. We’ve all been expecting some big announcement to come either on or around that day. In that sense, that’s essentially my deadline before I decide whether or not Capcom has given up on the series entirely, and I’m sure I’m not alone in that regard. Compared to the other Retrospectives I’ve done so far, this feels bittersweet. It almost feels like I’m saying goodbye to one of the video game franchises that got me into the medium in the first place. Compared to various other series I consider important, MegaMan’s really the only one that seemed to have a distinct point where it felt like it could be ending, and it happened for some very petty reasons. I know that the series may not be dead, but I also worry that if it does come back, it may return as little more than a shambling shadow of its former glory. I guess in that sense, this whole retrospective feels almost like a eulogy. For a while, I considered doing a section on games that were clear spiritual successors to the Blue Bomber’s jump-and-shoot legacy, but it sort of came across to me as bitter. In the end, they do provide comfort: even if Capcom decides to never make another MegaMan game, there are still developers that were inspired by these classics and create brand-new legacies all their own.

[Postscript: Since I wrote these articles, Capcom has announced re-releases of the mainline MegaMan X games, as well as a brand-new 2.5D MegaMan 11 for all major platforms. I’m happy about this news and can’t wait to see what the future has in store for the Blue Bomber, but decided to leave this article intact, simply because I thought it was important.]

Turn Based #2: Dead on Revival

Professor Icepick: Hello, and welcome to another installment of Turn Based. I’m Professor Icepick and today we’re going to be discussing bad games in established series. Specifically, is it possible for an individual game to be so bad that it effectively renders its series “dead”?

To clarify, we’re not talking about cases where the financial flop of a game manages to kill a company or forces the franchise in question to be put on hiatus for the foreseeable future. However, I will be counting cases where terrible games have had a delayed effect on killing series: ruining the sales of a follow-up, regardless of quality, and leading the series to its doom, simply because the bad game in question did end up killing it.

Now, since we originally came up with this topic, the existence of Bubsy: The Woolies Strike Back — a new game from one of gaming’s most infamous series of all-time — has definitely weakened my position, so I’ll be taking a backseat this time around. As such, I leave you in the hands of my capable opponent to get things started.

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Seriously, who wanted a sequel to this?

SNES Master KI: So my basic position is that there is always hope for a series no matter how badly an entry in it is received, for one simple reason: if people care enough about a series to be upset that a game ruined it, people care enough for it to get a sequel. Apathy is the only thing that can kill a series, hatred will cause an equal but opposite reaction in most cases, hence the saying that there is no such thing as bad publicity.
Since Bubsy’s revival pretty blatantly let the cat out of the bag in that regard, I almost feel like we should move on to the other side of this topic, but I’ll give you a chance to argue this first, if you don’t think you’re just kitten yourself.

Cats.

Icepick: Ha, cat puns. I’m more of a dog person myself. You do bring up a good point about apathy, but that is probably your ultimate undoing. We’ve definitely seen cases in the past where apathy can kill franchises, but the exact opposite of love for a property isn’t hate, it’s apathy. Hate implies that you still care, while apathy implies that you’ve given up all hope on that property. A bad game, a game that the fanbase generally hates, can definitely drive its fanbase to apathy. After all, the “hive mind” for a fanbase is simple enough to manipulate. Create a game bad enough, and they’d be willing to give up on the whole thing to avoid enduring another similar disappointment.

KI: You’re underestimating how much people hate things. A game that could potentially kill a series won’t cause apathy, it will cause hatred. No one will ever stop talking about it. Even if the fanbase wanted to ignore it, they wouldn’t be able to. Imagine if Nintendo made a Mario platformer that was as bad as Bubsy 3D. I know my response wouldn’t be apathy, I don’t think that would be many people’s response. And even if I wanted the response to be apathy, trolls would never let people forget about it. People would remember it forever, and no matter how bad it was, someday, the owner of the IP would want to try again. A bad game, especially in a series with a large fandom, doesn’t cause apathy.

Icepick: You’ve got a good point there. It seems like in many cases, the worst thing for a series’ health is to grind their audiences down with similar games, rather than just killing them with one big stinker. But, in terms of large fandoms, Rock Band and Guitar Hero weren’t above death. Prior to the bold new decision of making a game based around World War II, people were chanting for Call of Duty’s demise, to the extent where Activision had to pack-in a remaster of the game that made the series popular in the first place to drive sales.

People are getting sick of franchises that started as recently as last generation, and the diminishing returns aren’t just present in the games’ sales, the quality appears to dip as well. Hell, I consider myself a huge fan of the Dead Rising series, but the fourth game makes me hope that Capcom lays it to rest, simply because I’m afraid of the horrors they may unleash on us next. Not even the massive shift of 3 caused that kind of reaction out of people, but I’m certainly not alone.

KI: People chanting for the death of a currently active series isn’t the whole picture. Sure, if they kill off the series for the present, it probably wouldn’t cause a huge outcry. But this is about the long game. Let’s say Call of Duty completely burns out, the series stops, whoever is making it now gets sold for two crayons and a carton of chocolate milk. No one seems to care for years.

Then, it’s 2027. People who grew up playing Modern Warfare are the nostalgia panderer’s prime target. Whoever owns the franchise is going to capitalize on that. Fandoms don’t stop series from dying, but they stop them from staying dead. If the fans of something huge are still alive, it’s almost certainly going to return at some point.

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The childhood of the future.

Icepick: I’m not so sure about that. After all, fans of Castlevania appeared to give up on the series after Lords of Shadow 2 and the departure of Koji “IGA” Igarashi, who had been running the series for many years. Even before his spiritual successor Bloodstained was announced, Castlevania’s video game days have seemingly been numbered. All we have to show for it now are various pachinko machines and a critically-acclaimed Netflix TV series. Revivals don’t necessarily have to remain within the original medium to exist. If Call of Duty does fall, I could it see it coming back in 10-20 years as a television miniseries, or maybe even a movie.

KI: Lords of Shadow 2 is only three years old, that’s not nearly enough time to say people truly gave up on it. I also think the rumored Switch Castlevania game is very likely to happen, but even if it doesn’t, there’s plenty of time for nostalgia to make people forget all bad experiences with the series and demand it return. This leads to a question I had already wanted to ask, what is the most popular franchise you can think of that hasn’t had a new game in at least 15 years?

Icepick: Does Kid Icarus count?

KI: No, last game was five years ago. It shows even 15 years doesn’t guarantee death, I said 15 to make it easier.

Icepick: What about MegaMan Legends?

KI: Subseries. IPs can certainly be radically different when they return, but MegaMan falls under one umbrella, only seven years since we got one.

Icepick: Fair enough. Golden Axe: Beast Rider and Sega’s Altered Beast revamp both seemed to kill any enthusiasm for either series. Though, your mileage may vary on the latter.

KI: Those were already revivals, though. Golden Axe had already had a badly received spin-off that killed it for quite a while (Golden Axe: The Duel) and I don’t understand why anyone wanted Altered Beast back to begin with, but Bubsy coming back makes it hard to argue. I still think both games could get something within 15 years of those failed attempts. But as demonstrated, sufficiently popular games/series almost inevitably get some attempt at revival. There are literally dozens of games that got sequels no one would have ever expected or at least been confident of in the last decade, IP death is never permanent.

Icepick: I’m just not so sure about that. We’ve seen several series fall by the wayside, with no clear path to resurrection. At this point, it just feels like we’re splitting hairs. Should we get back on topic?

KI: Yeah, it would take decades for either of us to actually prove our hypothesis. Let’s move on to that other topic I mentioned earlier, I’ll let you speak first this time.

Icepick: I personally do think that there are cases where games should have killed series. Bubsy 3D would be my chief exam-PAW-le. There are others, but I think it’s best to state my reasoning: if a game’s quality declines and offers nothing worth developing further, then there’s really no point to continue the series. At best, you could consider a reboot, but at that point, it might almost be better to explore new concepts with new intellectual properties behind them. MegaMan 10 being the last game in that series (at this moment in time) led to Shovel Knight, a game that blended mechanics from numerous 8-bit games to create something truly amazing.

KI: For the first point, Bubsy was never good, so I don’t think it’s really relevent. Bubsy 3D shouldn’t have killed it, the first game should have. The reason to revive a series is to bring back what was great about it, so there wasn’t much claws for reviving Bubsy. For the second point, I don’t think anyone who worked on Shovel Knight actually worked on MegaMan, I don’t think MegaMan continuing would have prevented the talent behind the game from making it. There’s only one game I’d say MegaMan’s hiatus directly caused, and I think that would be a Mighty weak game to use for your argument.

Icepick: Regardless of Bubsy’s inherent quality, 3D is considered among the worst games of all-time, well beyond the scope of all of its predecessors. As for MegaMan’s absence leading to other games, it certainly increased the profile of Inti Creates, the staff behind the Zero and ZX series, not to mention the latest games MM9 and 10. They managed to leverage that into popularity for Azure Striker Gunvolt, yet another spiritual successor.

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Not quite a Blue Bomber, but you can hardly tell the difference!

To bring up a different shade of blue, there’s the Sonic the Hedgehog reboot, charitably dubbed “Sonic ’06” to save face. If we printed our all of the thinkpieces written in the past decade about how it’s time to put the Blue Blur on ice permanently, we’d both be crushed by the weight.

KI: Sonic is a shining counter example though. After failed attempt after failed attempt after failed attempt to make Sonic games good again, Sonic Colors finally did. If they had given up, we wouldn’t have Colors, Generations, Sonic 4 Episode 2, Lost World, Mania, or Forces. Going back to Bubsy, while Bubsy 3D may be worse than the earlier games, there was still no reason to revive the older games. Since we both want MegaMan to come back, I’m not sure where you’re going with that topic.

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If at first you don’t succeed, fail again and again until you finally do.

Icepick: You seemed to be implying that MegaMan’s absence only led to a certain failed “Comcept”, when it was really a mixed bag. The point is, series can run their course and sometimes it’s better to get a fresh start as opposed to trying trying to redeem something that’s clearly a lost cause.

KI: But the people who made the good games didn’t have access to MegaMan after a certain point, they didn’t choose to make a clean break, they had no choice. There’s no reason to believe Inti Creates making MegaMan 11 or MegaMan ZX3 or my holy grail would have led to a worse result.

Icepick: The point is, losing the MegaMan license was a net positive for Inti Creates. They were able to step our of Capcom’s shadow and parlay that into original IPs and other licensing deal, most recently Blaster Master Zero from Sunsoft. To bring us back on-topic, are there no franchises you see no point in reviving.

KI: There are plenty of franchises I see no point in reviving, but not really any that I liked to begin with. Even if the developer made a better series later, I’d rather have both. I get very enthusiastic about Donkey Kong, Kirby, Yoshi, and Wario platformers, even if Mario platformers are clearly what I love the most.

Icepick: The point is, eventually, the majority of series eventually hits a wall. If they’ve already hit their clear apex, why continue?

KI: The apex game will never be new again. Playing a game for the first time is special, and I don’t want to lose that experience in series that I love. Besides, you never know for sure what the apex is, Super Mario World was my favorite up until Super Mario Galaxy 2 almost 20 years later.

Icepick: Surprised you didn’t bring up Yoshi’s Woolly World. The point is that the height of any game series is only visible in hindsight. Why should series that are clearly well past their prime continue, while perfectly good series are snuffed out?

KI: But we don’t know that a series is truly past its prime, you just brought up Wooly World, released after 20 years of Yoshi platformers that never came close to Yoshi’s Island. As for why some series should continue and some shouldn’t, it’s usually not a choice between them, developers are usually a big factor and individual developers rarely have a huge stable of IPs to choose from. Saying I don’t want any series I like to end is an idealized statement, it’s what I want, but I’m not saying I expect every single one to flourish. However, recapturing the magic of a once great series is still a completely valid reason to make a sequel.

Icepick: Regardless, many IPs lack the ability to maintain their existence indefinitely and frankly while many companies simply choose to put their series on “indefinite hiatus”, the point is that some series just have limited potential in general. Clearly, there are many exceptions, but limitations must be kept in mind in general. Shall we move onto final thoughts?

KI: I feel like we moved away from the original point, it wasn’t whether some series should end, it was whether a game can be bad enough that the series should end because of that. I maintain that there is always hope, even if it’s a reboot 10 years later, for a series to reclaim what once made it great.

Icepick: Personally, I still think that considering the fact that we’ve seen many series go inert after a poor follow-up, it’s entirely possible for a game series, even one that’s very beloved, could be ended completely at the hands of a poor game. I’ve proven that bad games can put long-running series into statis and that ignored series can effectively end up dead due to complete activity, so I think I’ve more than proven my point here. Sufficiently bad games can definitely kill even the most beloved series.

KI: Series going into stasis is never something I argued, I said they shouldn’t and often don’t permanently kill a series. I still haven’t seen evidence of a bad game killing a truly beloved series, after years of alarmist claims Metroid just made a big return. Sonic, Tomb Raider, Yoshi, Doom, (almost certainly) Crash, the big series always find a way back, often as good as before.

As expected, once again, we decided to agree to disagree on this topic. What do you think? Do you think that a bad game can stop a long-running series cold or that we should never say die? Feel free to let us know in the comments.Professor Icepick

10 Games I’d Like to See Re-Released #2: Capcom

I know I haven’t written one of these since July, but I’ve been meaning to go back to it for some time now. In fact, part of the reason I had such a long hiatus in the first place was because the only thing I felt I could write was another one of these listicles, but I considered it in poor taste to do another one right after the first without anything to break up the monotony. So after kicking out two totally different articles last month, it’s time to climb back into the wishlist game. It isn’t pretty and it’s definitely self-serving, but hey, at this point, this is pretty much my blog. So what I say goes, right? I say it’s time to start begging for some more re-releases.

Once again, let’s go over the rules of these articles. First of all, I’m going to be looking at games from the 6th generation (that is, PlayStation 2, Gamecube and the original Xbox) and earlier. I’ve decided to focus on one company for each article, sticking to the North American regions (So don’t comment that something on these lists got re-released in Japan. I honestly don’t care.) I’ll also be discussing any potential improvements that could be made to these games, in cases where the games themselves would receive an HD re-release. To make things reasonable, I’ll also be avoiding games that saw re-releases on 7th generation and later consoles, via PlayStation Classics, Virtual Console or anything like that. Sure, more substantial re-releases than Sony’s and Nintendo’s emulations would be preferred, but it’s better than nothing.

This time, we’ll be looking at another one of my favorite companies of old. If the title didn’t give it away, we’ll be looking at Capcom. Surprisingly, Capcom’s actually done a pretty good job on the re-release front: we’ve even got an HD version of Resident Evil Zero coming up early next year. Sure, some of their stuff came off as lazy (I’m still kinda bummed that I had to leave all of the Street Fighter Alpha games, just because Capcom put out their inferior ports as PSone Classics, so they are technically available), but for the most part, they’ve done a pretty good job. It actually took me some time to come up with 10 games to put on this list, but I still managed it.

Red Earth (Arcade)

Number one on this list has been a long time coming. It’s the only game released on the Capcom Play-System 3 arcade hardware that didn’t receive a home port in any way, shape or form. Red Earth (or Warzard, as it’s known in Japan) was actually a pretty interesting take on the fighting game genre. Sure, it had the traditional 2-player versus mode, but the real unique part of the game was the single-player quest mode, which was a fairly robust story mode for a fighting game made in 1996. Each character has alternate endings based on various choices made in-game, not unlike Killer Instinct 2. The gameplay was interesting as well, mixing a well-designed Capcom fighting engine with various RPG elements such as the ability to level up your characters, which enhanced their abilities and even allowed them to learn new attacks. Characters could also obtain various items, including meals to replenish HP and elemental orbs that can be used to attack enemies. Red Earth even had a password system akin to that of Midway’s Gauntlet games from the mid-to-late 90s, allowing players to maintain their character’s progress, both in story and experience. Alas, the game’s been lost to the ages for the most part. Best we’ve seen were cameos in Pocket Fighter, SNK vs. Capcom: CHAOS and Capcom Fighting Evolution and a long-standing fan sentiment to fold Red Earth into the Darkstalkers universe.

Potential Improvements: Give this sucker the Darkstalkers Resurrection treatment. Filters, GGPO Netcode, unlockable art gallery, in-game achievements in addition to the standard ones, the works. Replacing the arcade original’s password system with a save function with several slots is the only real major change I’d make to the game’s base functionality. The only real problem would be choosing a game to go with it, but I’d honestly be willing to shell out $10-15 for an arcade-perfect port of Red Earth alone if it came with features like some of Capcom’s earlier re-releases.

Battle Circuit (Arcade)

Perhaps the most underrated of Capcom’s forays into the beat-‘em-up genre (I was always partial to Alien vs. Predator myself), Battle Circuit is basically a spiritual successor to Captain Commando with a much more robust engine, utilizing the same science fiction themes. Players can choose between 5 characters: Cyber Blue, a cyborg bounty hunter; Yellow Iris, an alien catgirl; Alien Green, a bipedal carnivorous plant; Pink Ostrich, exactly what it says on the tin & Captain Silver, a bounty hunter with a stretchy body and ice powers. The game also has beautiful 2D graphics, a comedic storyline and even the ability to purchase upgrades with collectable in-game currency, which can even be retained if you switch characters. You can buy things like upgrades to existing moves, brand new special moves, longer health meters and the ability to buy additional power-up stocks.

Potential Improvements: Give it the same treatment as Final Fight: Double Impact or Dungeons & Dragons: Chronicles of Mystara. You know the drill: unlockables, GGPO drop-in/drop-out multiplayer, in-game achivements, Best of all, it’s even got a perfect companion game: Captain Commando. Then you’ve got a perfect Capcom sci-fi beat-‘em-up duology.

Project Justice (Arcade/Dreamcast)

Probably what I’d consider Capcom’s best attempt at a traditional 3D fighting game, Project Justice was the sequel to the cult classic Rival Schools: United by Fate. It improved on its predecessor in many ways while maintaining the original’s unique take on tag-team combat. Teams were expanded from 2 to 3 characters, allowing for an additional element of strategy with regards to both the game’s allowance of switching characters between rounds and when planning Team-Up Attacks (since you have 2 choices offered to you on a team instead of 1), as well as a new maneuver known as the “Party Up” technique, which involved all 3 party members.

Potential Improvements: Package both Project Justice and Rival Schools together and give them the Darkstalkers Resurrection treatment with solid netcode, unlockable art galleries and the in-game achievements system. At bare minimum, I’d be willing to accept a bare-bones re-release of the first game on the North American PlayStation Network, it’s already out in Japan.

Ring of Destruction – Slam Masters II (Arcade)

You’re probably sensing a pattern by now, and it’s no accident: many of the games on my list never received home ports in any way, shape or form, so re-releases are a good chance to make up for lost time. Case in point, here’s another game, Capcom’s second (and as of yet, final) foray into pro wrestling video games. Ring of Destruction played even more like Capcom’s standard fighting games than the original Slam Masters: unlike the original, opponents could only be defeated by depleting their health, the game didn’t utilize the wrestling setting as much as Saturday Night Slam Masters and the gameplay focused more of Street Fighteresque special moves over the original’s more traditional wrestling grabs. In spite of that, Ring of Destruction was still a well-designed fighting game, even if it abandoned most of what made the original Slam Masters so unique.

Potential Improvements: Same as the last three: GGPO netcode, unlockable art gallery and in-game achievements. The question is what the pack-in title should be. The original Saturday Night Slam Masters seems like an obvious choice, but frankly, I’d prefer the Japan-exclusive enhancement, Muscle Bomber Duo, which allowed for 2-on-2, 4-player action. Better yet, they could include all 3 for a complete package.

Viewtiful Joe 1 & 2 (Gamecube/PlayStation 2)

These two just baffle me. You’d think at least one of the Viewtiful Joe games would’ve been released as a PS2 Classic by now. The original Viewtiful Joe is my favorite of the so-called “Capcom Five”, the five games Capcom promised as Gamecube exclusives (but didn’t quite work out that way, for the most part). In the Viewtiful Joe games, you take control of Joe, a movie fanatic who gets sucked into the colorful Movieland and gains reality-warping superpowers as his alter ego, Viewtiful Joe (natch). Both games were cult classics and fans of the series still hold out hope for a true sequel: there was a spin-off game for the Nintendo DS and a Smash Bros.-clone based on the anime for the GameCube and PSP.

Potential Improvements: Give it the Okami HD treatment. Just upscale the graphics so that they don’t look blurry or pixelated on modern platforms with larger screen resolutions. Achievements would be a nice addition to both games, but not a necessity. Bundling both games into a combo pack would be ideal, but I’d be willing to buy each game separately.

MegaMan Legends 2 (PlayStation)

This one shouldn’t really come as a surprise to anyone. Fans were shocked when The Misadventures of Tron Bonne hit the North American PSN and surprised when the original MegaMan Legends hit as well. Now it’s time to finish the slate of re-releases. Rumors abounded that this game was already being primed for a re-release on PSN, but it turns out that the listing found was an old one marked “Disc Only”, so no confirmation as of yet.

Potential Improvements: Honestly, I’ve got nothing here. Frankly, this is probably the one case where I’d prefer this game be re-released unaltered as a PS1 Classic. HD ports would be appreciated, but without the other 2 games in the series, it seems rather pointless.

Cannon Spike (Arcade/Dreamcast)

Probably the most unorthodox game on this list, Cannon Spike was an interesting niche title released by Capcom late into the Dreamcast’s lifespan. Cannon Spike was effectively a beat-‘em-up/shoot-‘em-up hybrid where players were able to take control of such classic Capcom characters as Cammy White and Charlie Nash from Street Fighter, B.B. Hood from Darkstalkers, Arthur from Ghosts ‘n Goblins and even Mega Man.

Potential Improvements: I’d definitely want enhanced graphics, simply for the sake of the higher resolutions found on modern consoles. Another addition I’d love to see would love to have would be online multiplayer. This would likely require a fair amount of work compared to Capcom’s usual remasters, mainly due to most of them utilizing the existing GGPO middleware, which was mostly designed for 2D fighting games.

19XX: The War Against Destiny/1944: The Loop Master (Arcade)

This one was honestly kind of a toss-up. I decided to look into which classic games in what I call the “19XX” series hadn’t received a proper re-release recently and these were the only two games that fit the bill. The 19XX games were effectively Capcom’s premier entries in the shoot-‘em-up genre and it’s a shame that the last two games from the arcade era have never really received their due attention in terms of home ports.

Potential Improvements: Ideally, I’d like for them to bundle these two games together with 1941: Counter Attack, a game last seen re-released on the PSP. After all, the other 19XX games have been re-released in the compilation Capcom Arcade Cabinet. Include online play, the in-game achievements system we’ve seen in other Capcom remasters and unlockable art and sound galleries.

Killer7 (Gamecube/PlayStation 2)

I’m actually kind of surprised that Capcom holds the rights to this one, but if they’re the ones making it impossible for Grasshopper Manufacture to make a sequel, then they’re probably within their rights to make with a re-release. Killer7 was a cult classic during the sixth generation and propelled Suda51 to the limelight he enjoyed throughout the seventh generation, with such games as the No More Heroes series, Shadows of the Damned, Lollipop Chainsaw and Killer is Dead.

Potential Improvements: I’d ideally like for this one to have an HD makeover, just like Okami did. On the other hand, we could have a Silent Hill HD fiasco on our hands when upscaling the game, due to its unique artstyle. Honestly, I’d welcome a PS2 Classics version, or better yet, a Virtual Console re-release if Nintendo ever decides to add GameCube to their repertoire.

Onimusha: Dawn of Dreams (PlayStation 2)

Now I know what you’re probably thinking: Onimusha: Dawn of Dreams is generally considered the weakest game in the entire franchise. Let’s face facts, it’s also the only one that has at least a snowflake’s chance in Hell of getting a re-release due to the lack of legal hoops due to likeness rights and all that good stuff. So if you’re like me and you want Onimusha 5…or 4…or however you count it, a re-release of this one is probably our best bet.

Potential Improvements: I’d honestly be just fine with a PS2 Classics release on this one. Set the bar low, so we’d be more likely to succeed and show Capcom that there’s still a demand for this series in a more substantial form than an Asia-exclusive browser-based simulation RPG.

A substantially larger amount of honorable mentions this time around: Maximo vs. Army of Zin, Tech Romancer, Cyberbots: Fullmetal Madness and the NES version of Strider. Once again, a fairly good list, but as I said, there are some games that Capcom re-released unsatisfactorily, but since they are still obtainable (albeit not ideally), I’m afraid I had to let them go. Compared to the previous list, I think I had more fun writing this one than the Sega one, just simply because it was harder to find games that fulfilled my own criteria. I do love a good hunt.

Challenge From The Future

All things considered, it hasn’t really been the worst of years for the Blue Bomber. Sure, we got nothing in terms of announcements for new games and the only re-releases we managed to receive in North America were the same damn NES games that keep getting trotted out every time Nintendo relaunches their Virtual Console service on yet another console, starting from scratch each time for no discernible reason (but that’s a gripe for another day). Capcom USA announced earlier this year that we’d finally see the rest of the Game Boy and Game Boy Color MegaMan games hit the 3DS’s VC soon, but thus far, that’s only been happening in Japan, with all 5 Rockman World games already released and Rockman X: Cyber Mission (better known as MegaMan Xtreme in the West) on the way, while North America and Europe are left in the cold yet again.

That’s not to say it was all doom and gloom: there was that neat Capcom-funded fan game Street Fighter X MegaMan, Rock made it into Nintendo’s upcoming Smash Bros game with a sleek redesign, the Archie Comics series recently wrapped up its crossover with the long-running Sonic the Hedgehog comic and several 25th anniversary fan albums have been released throughout the year. But given the fact that the most exciting video game news we’ve heard regarding the MegaMan series came in the form of ex-Capcom employee (and Megaman’s biggest fan) Keiji Inafune’s Mighty No. 9 Kickstarter campaign raking up over $4 Million for a game that’s not even due out until 2015, clearly something isn’t right with this picture. Hopefully, Capcom isn’t just resting on their laurels and is coming up with something worthy of fan acclaim after effectively pissing away MM’s 25th Anniversary.

So you’re probably wondering what this next article is going to be about, considering I actually put some effort into the title for a change. It’s pretty simple honestly: this is a top 10 wishlist of things I would like to see Capcom do with the MegaMan franchise in the near future. They don’t have to do any of these by next year, and in some cases, some of my choices are pretty much impossible. But hey, that’s what a wishlist literally is, right? A list of wishes.

Before we get started, I have an Honorable Mention. Please Capcom, come clean about the circumstances behind the MML3 cancellation. I’m not saying release the prototype, I’m not asking you to make the game, I’m just asking you to explain why you ditched a functional prototype that was ready for release and probably would’ve ended up being the final nail in the Legends 3 coffin, given the fact that the audience certainly wasn’t big enough for your sales aspirations for the entire MML3 Project. Instead, you just threw it away and cancelled the game with little fanfare. Dick move, Capcom. Dick move. Given the contrast between the transparency promised when the project was first announced and the total secrecy regarding the circumstances of its cancellation, the fanbase is completely justified in assuming the worst. So, with that out of the way, onto the real list:

10. Old PC ports on GOG

And I’m not talking about those crappy original DOS games made by Hi-Tech Expressions and Rozner Labs. Believe it or not, quite a few console MegaMan games actually got PC ports in the past. The original MMX, MMX3-7, and even the main two games in the Legends series got PC ports. In fact, Gamestop was selling a digital download of the PC version of MegaMan Legends on their online store until fairly recently. Sure, some of these games clearly have rights issues, but how about the original MMX? Just put that sucker up on GOG, apparently it’s in (mild) demand on their community wishlist page.

9. More Re-releases

As I said before, Capcom Unity has assured us that eventually we’ll be seeing the rest of the Game Boy MegaMans hit the 3DS Virtual Console at some point in the future, in addition to the Xtreme series. Likewise, I’m sure that eventually, the Wii U’s assortment of NES games will be completed in the future, and I’m sure eventually North American will get their hands on MMX2. Still, I want more. I want to see games that haven’t seen re-releases in some time. I want to see MegaMan 7, Rockman & Forte and MegaMan X3 hit the Wii U’s Virtual Console. Hell, if the Wii U Virtual Console ever decides to expand on its system line-up, give us The Wily Wars too. Furthermore, Sony, you’ve got to finish up the Complete Works series on PSone Classics. I mean come on, it’s ridiculous that you just dropped the ball after Rockman 4. Release Rockman 5 and 6 already and complete those works!

8. MegaMan X9

Not exactly my first choice for a new MegaMan game, but even someone who hates this sub-series as much as I do has to admit that it’s got such a major following, Capcom could do far worse than throwing them a bone. As I mentioned in an earlier article, I’m not sure if the best way to do it would be continuing from X8’s story or just doing some kind of a reboot from an earlier game, but whatever they do, I’m sure it’ll be better received than that cancelled Maverick Hunter FPS that got leaked a while back.

7. MegaMan ZX3

Ah, much better. Now here’s something I can get behind. Considering ZX Advent did better than its predecessor (not exactly a Herculean feat by any means) and the game left us with a massive cliffhanger that seemed to be leading to a climactic conclusion, it pained me to see the duology left incomplete, when all we really needed was one more game to finish this up. I’m a really huge fan of all of Inti Creates’ work with the series, and while the original ZX was derivative of the Zero series, I don’t think Advent got a fair shake. At the very least, this would finish up another MegaMan spinoff and possibly provide even more backstory for the Legends games.

6. A New Cartoon

Yeah, not gonna lie, considering my complaints earlier about all of the big MegaMan events this year having nothing to do with games, it’s a bit hypocritical to be asking for even more ancillary media. On the other hand, shut up. Considering the fact that Pac-Man and the Ghostly Adventures is already airing on Disney XD and there’s the upcoming “Sonic Boom” cartoon, now seems like the perfect time to bring MegaMan back to airwaves…with hopefully something that isn’t just a poorly-dubbed anime. I stand by my opinion that the Ruby-Spears MegaMan cartoon from the 90’s has the dubious honor of being the best cartoon based on a video game, but hopefully a new MM cartoon would manage to be even better.

5. A Game Starring Bad Box Art MegaMan

The worst part is, I’m not even trolling. Despite being considered a colossal insult by the majority of rabid MM fans when he was announced as a playable character in SFxT, I always loved BBAMM. Frankly, I thought it was pretty cool that he was going to be a playable character in the ill-fated MegaMan Universe, and seeing him becoming even sillier in a fighting game was great. I did mention in the past that I wanted to see a BBAMM game, possibly in the style of a Legendsesque third-person shooter/RPG hybrid, and I’m sticking by that statement. Say it with me, guys: “THIS IS…MY DESTINY!

4. Remakes of MM8 and MMX4

Yeah, this one’s going to require some context. A couple years back, Sega made a re-release of Sonic CD that was actually a complete recreation of the original game developed by Christian “Taxman” Whitehead, utilizing his “Retro Engine”. I’d like to see Capcom do something similar with both the eighth Classic MegaMan game and the fourth MMX game. MM8, because while I liked some of the concept of the original game, I thought the gameplay felt a bit off. X4, on the other hand, was my favorite X game by far, and frankly, I’d love to see it further improved. Use the original art assets, music, cutscenes and, if possible, voice acting – better yet, redub it anyway and include both versions. Just rebalance and improve the gameplay. Better yet, in the case of MM8, you could even include the extra bonuses from the Saturn version without having to figure out how to emulate a Saturn game. In the end, it beats just getting standard re-releases on PSone Classics or tracking down the Anniversary Collections for PS2 or Gamecube.

3. Port MM9 and MM10 to Steam, et al.

Gonna just come clean here, I’d be happy if Capcom just decided to do ports of the ninth and tenth MegaMan games to PC and put them on Steamworks. But given the fact that only one of the current-gen consoles can even play these games (and only because of a wondrous backwards compatibility loophole), clearly we’ve got to get it on more than just PC. Put it on 3DS, Xbox One, PS4, and yes even the Vita. Hell, do an iOS and an Android re-release. And don’t just put it on Windows PCs, make it work on Mac and Linux OSes too. Come on, Capcom, don’t let these awesome games become lost to the ages.

2.  A MegaMan game developed by WayForward

Yep, another callback to that crummy video that led to the birth of these MegaRants in the first place. They did a good job with Contra 4 and a radical job on Double Dragon Neon. Do it Capcom. Complete the trifecta. Even if their last game (Adventure Time: Explore the Dungeon Because I DON’T KNOW!) was mediocre at best, WayForward Technologies has built up more than enough good will to justify getting a chance to work on a MegaMan game. Especially considering their previous collaborations with Capcom: Capcom published the original Shantae and Wayforward developed Capcom’s Ducktales Remastered. Besides, WF’s own Mighty Switch Force games prove that they can recreate the precision platforming and jump-and-shoot action necessary to build an excellent MegaMan game perfectly.

1. MegaMan 11

Oh, don’t look so shocked, this was obviously going to be number one. When it comes right down to it, I want more games from the Classic series above the others. Whether it’s MM11, Rockman World 6, The Wily Wars 2, Powered Up 2 or something else entirely, as long as it stars the original MegaMan and it’s got quality gameplay, I’m gonna be happy with it.

In the end, I feel that I should reflect on the Megarants themselves. They were an interesting experiment. They helped me transition from stinking up Youtube with long-winded rant videos to stinking up WordPress with long-winded rant articles. More importantly, reflecting on the past of one of Capcom’s most popular franchises and bemoaning its current fate was, at the very least, a therapeutic experience. It’s also led me to consider doing more recurring article series in the future. In fact, if you look closely, one of the Megarants itself has inspired an article series I’m planning to start next year. Which one, you ask? Well, you’re just going to have to wait and see. But I’ve gotten off-topic. Hopefully, 2014 will treat MegaMan better, but for now, let’s just wait for the day he’s able to once again fight…for everlasting peace.

The Reboots are Revolting

This one’s been a long time coming. I’ve been alluding to this article since before this blog was even started. Back when Retronaissance was just starting up, I mentioned having ideas for a reboot treatment for the MegaMan series. I’ve made references to being receptive to a reboot in one of my earlier other MegaRants. Well, wait no longer, because it’s finally here: the reboot article. As if the title didn’t already give that away.

You’re probably asking, “Hey Icepick, why reboot MegaMan at all?” After all, we’ve already got several MegaMan series as it is, adding another one to the mix would be a redundant disaster. The answer’s simple: the fact that we have too many MegaMan franchises is why we NEED a reboot. The fanbase is inconceivably splintered, so starting from scratch may just be the best thing to do with the franchise. Furthermore, the big guns in the franchise are already far too overspent at this point: the Classic series is at a whopping 10 numbered games, while the beloved X series has a whopping 8. If you want a real disc-based title in the franchise, 11 and 9 are not the best numbers to start from. Besides, one could probably make the argument that Mario, Sonic and even Pac-Man have gone through reboots recently, the only underlying issue holding our beloved Blue Bomber back is the fact that he’s got an inkling of a storyline in all of his games.

The funny thing about that is that I’ve got a pretty good way around that: this new MegaMan incarnation would utilize mythology from the existing series in order to create something both familiar and new. Think of the Doctor Who reboot that started back in 2005. Better yet, think of some of the more recent Transformers cartoons: Animated and Prime. For my treatment, we’d be using the Classic universe as a base, picking and choosing various elements from other franchises in order to further expand on that world and then adding original elements to give it an entirely unique spin. Of course, for the purposes of this article, I won’t be adding any specific characters – after all, this article is more of a call to arms for Capcom to put some effort into reinvigorating the brand, not a ham-fisted excuse to post a whole bunch of “ORIGINAL CHARACTERS, DO NOT STEAL”. Still, I guess I could throw in some examples from other media to give examples of characters that would be welcome additions to this new universe.

So, of course, since we’re using Classic as a base, this new franchise would take place in the recognizable year of 20XX. After all, that’s still technically futuristic. Blend the optimistic Astro Boy-esque future aesthetic from the Classic games with the futuristic take on modern society from Battle Network’s 20XX to make something a bit more unique. Avoid the darker tones of MMX’s 21XX, the bleak setting of MMZ and the post-apocalyptic Waterworld shown in Legends. However, do feel free to utilize elements from MMZX’s futuristic utopia and Star Force’s 22XX, if you want to make things look even more futuristic. Ditching “Monsteropolis” would be a good idea regardless of the potential for nostalgia, but fake city names wouldn’t be a bad idea.

This brings us to the characters. Let’s start with the three major characters in the series. Regarding MegaMan (Rock) and Roll, I’d keep them fairly similar to their typical incarnations, except I would probably age them up a bit, from 8-10 years of age to about 13-15. I never really got the point of making them so young in later incarnations, but the Ruby-Spears series may have had something to do with that. Personality-wise, Rock should stay similar to both his Powered Up and Archie Comics incarnations, he should be fairly innocent and maintain his strong sense of justice. All-in-all, just a normal kid who just happens to be a super-fighting robot. As for Roll, I’ve always been a fan of the persona Western media has given her: snarky and upset over not being upgraded, but still loves her family. She’d be a little more “street smart” than her older brother and working as Dr. Light’s assistant. Dr. Light, of course, would also be present in his standard form: kindly old scientist with dreams of peace through technology. All in all, no major deviations from the norm for these characters.

But what’s a good story without villains? First up is an obvious choice, Dr. Albert W. Wily. As with Rock, Roll and Light, Wily wouldn’t be far off from his typical Classic appearance: a hammy cartoonish villain. Of course, one of the Classic series’ shortcomings was the lack of diversity when it comes to villains: even when Wily’s not behind it, well…Wily’s behind it. Meanwhile, the other games have some pretty good villains, so let’s just transplant a few, shall we? Take, Sigma, for example. He’s supposed to be the personification of a computer virus, so why not just make him a sort of sentient virus with aspirations for human genocide? Way better than just being some bald schmo dressed in rags saying “ZELOOOOOO”, right? The Bonne Siblings could be another good transplant, maybe not as major villains, but as comedic relief minor villains. Maybe make them thieves, despite being pirates, burglary was their main crime in the Legends series anyway. Vile might be another good contender, but considering his nature he’d require some modifications. Instead of a Reploid, make him a cyborg mercenary (explaining his absolute free will, while other robots would be bound by the laws of robotics), with a vendetta against robots. Perhaps he originally had an aversion to robots made worse when an accident involving one led him to become the cyborg he is presently. Just a thought.

One must also consider the secondary characters. An obvious choice would be Rock’s big bro, the enigmatic ProtoMan. Use the classic origin story, Dr. Light’s first creation gone missing, repaired by Wily with a brand-new energy supply, etc. The only real question would be what to do for his weaponry. His arm cannon is fairly unique and its fluctuating strength gives evidence of his unstable power core, but on the other hand, other incarnations of the character (MMBN, the cover art for MM10) have given him a sword to go with his shield, which could justify using Zero’s gameplay style without actually putting Zero in. Personally, I think either choice is acceptable. I’d bring back the Cossack family as well, and give them a much more expanded role. I always thought it was kind of lame that they just sort of disappeared after MM5, I thought they had some potential as characters, even if Classic MegaMan’s storyline has always been sparse. Something I’d like to see transplanted from other media would be the revival of the Robot Masters after being defeated. A few games and both the Archie comic and Hitoshi Ariga’s mangas have made use of that plot element. Either way, it’d definitely be cool to see Rock and Roll hang out with their younger siblings or see Wily’s earlier creations putter around Skull Castle. Also, definitely bring back the support units: Rush, Eddie, Beat and Tango.

I’d also want to see Auto brought back. While I never really cared for him that much in the games, his characterization in the aforementioned mangas and comic has changed my opinion of him. I’d definitely want to introduce him earlier in the series though, maybe as a precursor assistant to Dr. Light before Rock and Roll were finished. Bass would be another character to bring back, but I’d probably approach him differently. When he was first introduced in MM7, he fooled MegaMan by pretending to also be after Wily. Unfortunately, that plot point lasted for half a game, at the most. In this reboot, I’d introduce Bass earlier on and exploit that plot point to a much greater extent. Changing his origin could work as well, perhaps make him the creation of Dr. Cossack or another scientist who starts off on the side of good but eventually becomes obsessed with defeating MegaMan. Speaking of which, the Archie comic has led me to the conclusion that we need more scientists in the franchise. Transplanting scientists from other series might work, but this would probably be a good place to start implementing original characters. Robotics shouldn’t be a field limited to just Light, Wily and to a far lesser extent, Cossack. Some kind of a police force or a para-military group might be a good addition as well. Again, populate whichever you decide to use with OCs and transplants from other games.

The game’s tone would be light and episodic, not unlike a Saturday morning cartoon of old. Of course, there could also be some overarching plotlines between “episodes”, but keeping continuity minimal would be in the series’ best interest. As for content per game, at the very least, a full-on disc-based title would probably require the equivalent of at least 3 Classic games, not unlike the Wily Wars. So the first game would more or less retell the first three games in the series, while adding their own twists to the story. That way, iconic characters could be reintroduced more quickly than before and the games themselves could be larger without having to worry about balancing more than 8 weapons per scenario. Better yet, even if Capcom doesn’t decide to go for a full budget release, each scenario could just be released in an episodic format, perhaps including some bonus content if you buy all of the episodes in a given season.

Gameplay itself, on the other hand, is a more difficult issue. Ideally, Capcom would go the route of other 2D platformer revivals, like the New Super Mario Bros. games or the last two Rayman games, but let’s face it, that may not be enough to attract  a large enough audience to make this new MegaMan a success. MegaMan games traditionally underperform. But would reimagining the series in 3D work? After all, we remember the trainwreck that was X7. Still, many 3D reimaginings of 2D franchises from the fifth and sixth generations of video games were far different animals than they are today. Maybe Capcom could recreate the twitchy yet precise MegaMan gameplay of yore in 3D. Then again, I really doubt it. I’d err for sticking to the basics personally, but a new franchise would be the best opportunity to experiment. That’s how we got Legends and Battle Network/Star Force, after all.

A well-made reboot for the MegaMan series would clearly take the best aspects from the games of old, while incorporating entirely new elements and avoiding any missteps from earlier games. Considering Capcom’s track record with reboots, it may seem in their best interest to avoid one. However, catering to the old school crowds alone do our beloved Blue Bomber a disservice. If Capcom can put in as much effort as Nintendo did with the Super Mario Galaxy games or Sega with Sonic Colors and Generations, I’m sure the results would please old fans and spark an interest in a new generation of gamers, leading MegaMan to at least another 25 years of memories. Of course, this is just my take on what an ideal reboot for the series would look like. Stay tuned for SNESMasterKI’s opinion.

Best of the Rest

If you’ll remember, back in February I did a top and bottom 5 list, ranking my favorite and least favorite games of the Classic MegaMan series. I also mentioned that I intended to do a similar list, with regards to the other sub-series of the MegaMan franchise. However, considering that most of the other series have only a few games, I’ve decided that I’m just going to rattle off my favorites from each series, as there are only a couple of cases where there are games I legitimately hate in each respective series. So, without further ado, I present…the best of the rest.

MegaMan X4

Admittedly, this is going to be a somewhat controversial decision as many gamers (including my fellow Retronaissance writer, SNES Master KI) consider the original MegaMan X to be the best game in the series, as well as the entire franchise. I, on the other hand, prefer the series’ first 32-bit entry, MegaMan X4. Perhaps it’s because it was the first game where we were able to play through the entire thing as a non-MegaMan character, let alone the awesome Zero. Zero gave us access to an entirely new style of gameplay, utilizing his Z-Saber for close-range melee attacks and learning techniques by defeating enemies, rather than just stealing their weapons. Maybe it was because it had the most fleshed-out story of the X series, without becoming an incoherent piece of garbage. Or maybe it was because it managed to have a good amount of difficulty, while not being a poorly-programmed abomination. (Looking at you, X6.)

MegaMan Legends 2

It’s simple, really. Of the two main games of the Legends series, Legends 2 was the only one capable of using the PlayStation’s dual analog sticks, allowing for superior controls and gameplay. As good as it was, the original MML was completely held back by its reliance on the D-Pad and the shoulder triggers for movement. The Misadventures of Tron Bonne is an interesting spin-off, but not really a good representation of the series at large. So MML2 wins by default.

MegaMan Battle Network 3

This was a hard one, as I really love the second and third Battle Network games almost equally. The first game almost felt like an incomplete prototype, not unlike the original MegaMan from 1987. The fourth game had a significant drop in quality from the previous games and the series never recovered. However, I’ve got to give it to the third game, for having the best story and being the first game in the franchise to incorporate the truly awesome “Navi Customizer” system, allowing players to customize MegaMan.EXE with unique power-ups and added another layer of strategy to the game.

MegaMan Zero 3

Another hard choice, as I really loved MMZ2. Zero 3 had the perfect level of difficulty: not as difficult as the first two games, but still significantly harder than the fourth. It also had an awesome storyline involving Dr. Weil, a cyborg mad scientist returning from exile to take over Neo Arcadia, as well as the return of Copy-X and an earth-shattering revelation regarding the identity of Zero . Better still, it reimplemented Zero’s ability to learn special techniques by defeating bosses, albeit only if you complete levels with a high rank, allowing Zero to take on more characteristics from his X series incarnation. The only thing keeping MMZ3 from being the perfect Zero game was a decided lack of Chain Rod. But I guess I can forgive that.

MegaMan ZX Advent

This was probably the hardest decision I had to make, as there was really no clear answer here. There were only two games in the ZX series, both roughly equal in quality and feeling like a direct extension of their predecessor (the Zero series) in a way no other MegaMan series ever did. In the end, I decided to go with Advent, just because of the whole DNA copy system. While I did prefer the base gameplay of Model ZX over Model A, the ability to transform into a complete copy of the bosses you’ve defeated was incredibly cool. It’s just a shame we didn’t get that third and final entry of this series, leaving this particular timeline on a cliffhanger.

MegaMan Star Force

Another controversial pick, but one I stand by. It seems like it’s universally accepted that the third and final Star Force game was the best by far, but it was also the most derivative, resembling the Battle Network games far more than the previous two. A real shame, considering the franchise got off to a pretty strong start in the first game, incorporating unique variations on the various gameplay elements of the MMBN series. Modifying the battle system, dropping the stale Soul Unison system, all of these were signiicant improvements over the later Battle Network games. Doing a complete 180 and reincorporating many of the discarded elements from the Battle Network games just felt a betrayal of the earlier games’ attempts at carving their own identity. One more thing: while the second game did take a significant dive in quality, I just feel like it gets far more hate than it deserves.

So, there you have it: the best of the rest. While I stated earlier that there weren’t enough games in the other franchises to fairly represent the worst of each individual series in the MegaMan franchise, there are two games I’d like to mention: MegaMan X6 and X7. Two truly foul games, almost on par with some of the worse licensed Classic MegaMan games. Oh well, they can’t all be gems. When a series has as many games as MegaMan does, some of them are bound to be bad. Either way, there have still been many good games in this series and hopefully there will be more in the future, Capcom willing.