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Mega Man Classic Series

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Wily & Right no RockBoard
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Wily & Right no RockBoard: That's Paradise (ワイリー & ライト の ロックボード: ザッツ☆パラダイス) - Famicom (1993)

Cover

Released five years before Mario started throwing his own parties, Mega Man was hosting his own franchise-themed board game simulator. Honestly, the game is closer to the Itadaki / Fortune Street series that started in 1991, two years prior. The game plays much like Sugoroku or Monopoly, with each player rolling the dice to move around the board and buy up real estate, charging rent to others unless they buy you out. There are four boards available, each based on countries or continents: Green Continent (South America), Cold Island (Antarctica), Continent of Sand (Africa), and Megalopolis (Continental USA). Mega Man himself isn't playable, merely serving as the emcee of the proceedings. Instead, four players can pick from 5 characters: Dr. Light, Dr. Wily, Dr. Cossack, Roll, and Kalinka. Each character has an ambition they'd wish to see come true with their earnings should they win. Dr. Light's goal is to expand his lab facilities to bring about world peace. Wily's goal is the same, only in hopes for world domination. Dr. Cossack's dream is the same as well, but only wants to persue more experiments neutrally. Roll wishes to build a hospital in the region. Kalinka wants a castle and become a princess. Each player plays the same, the only difference being the rare chance of a special effect to the other players should he or she land on his or her property.

Players move around the board buying up real estates, each vying for the most land ownership before the end of the game. The usual Monopoly rules apply with renting properties when you land on them, playing chance cards for luck, and having certain tiles that teleport you across the map. The only Mega Man spins the game has outside of sprite window dressing are the Met racing mini-games you can bet on and Robot Master transformation powerups to wreak havoc amongst the other players.

Released shortly after Mega Man 5, this game is sadly no looker. The pace is slow and the presentation is bland. Most of the graphics outside of the player profiles and expressions and reused mugshots look akin to late-'80s NES titles. The music, done by Yuki Iwai, who composed Gargoyle's Quest II and would later work on Mega Man X2 and multiple Marvel and Street Fighter games, is very forgettable, lacking any oomph that would add any excitement to the proceedings. Even the copied classic Mega Man arrangements sound off.

Despite being the only 8-bit Mega Man title not to leave Japan, there were plans to release the game overseas under the name "Mega Board", which ultimately fell through. While electronic interactive renditions of board games were available on the NES, such a boring late title like this would've collected dust on the store shelves alongside copies of Wario's Woods in K-marts across the country.

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Wily & Right no RockBoard (Famicom)

Wily & Right no RockBoard (Famicom)

Wily & Right no RockBoard (Famicom)


Additional Screenshots


Mega Man Soccer / Rockman's Soccer (ロックマンズサッカー) - SNES (1994)

Japanese Cover

American Cover

Wily's up to his old tricks again - wait, scratch that. Wily's gone senile and taken over a soccer field with his Robot Masters and explosions. Obviously the only way to stop him from taking over is to beat him at his own game... of soccer.

Okay, maybe a silly mascot take on sports shouldn't be too story-heavy, but the intro cutscenes for the Championship mode do play out this way. Outside of that suppose-to-take-seriously moment, it's a fairly light-hearted arcade-like spin on soccer, closer to the Kunio Soccer or Dodgeball titles than the more over-the-top Super Mario Strikers. The Mega-fied version of the sport gives every robot differing stats and unique weaponized special kick shots, along with gaining teammates with each win in Championship mode. The game also has the usual free Exhibition play and Tournament modes, along with the ability to play as one of 8 preset teams in a league to battle for the top.

It's too bad the game itself lacks much fun. Outside of the franchise skin and NBA Jam levels of rule-breaking, there's nothing that makes it stand out from most soccer games of the time. The various flaws in gameplay make it hard to recommend for many fans of the series, too. The players are big, but your view of the field is cramped, leaving you following dots on the suspiciously large mini map of the field for openings and fellow teammates to pass to, further blocking more of the area around you unless you toggle it off, leaving you blind of anything just off-screen. You only play as the player in control of the ball, or the nearest defender to the other team's player with no ability to toggle to another when needed or any way to lead the bad team AI. Playing against the CPU is another story, with each player covering every nearby passer or charging straight to you with keen precision while your scrap-for-brains teammates scatter across the field. The only way the AI tips in your favor is in kicking right in the corners of the penalty arc, sending the ball past the coding's blind spot for easy goals. Once you're able to wrestle the stiff contols to those spots or can find the tiniest of openings to pass to there, of course.

All signs point to a rushed and/or hell of development, lacking many reveals to the press after an early announcement in Game Players magazine in early 1993. Many aspects were either left out, unfinished, or dormant in the game's code. An option to use a multi-tap for 4 players was planned, as well as playable Guts Man and Heat Man. Guts Man was featured in the original sketch for the Japanese cover, replaced by Proto Man in the final box art. Though Wily serves as the final opponent team leader in Championship Mode and can be randomly available as a teammate in Exhibitions, the ability to unlock him as selectable leader is missing, forever sitting partially offscreen in the menu. The endings for League and Championship are missing too, though cheat codes make it possible to view the the latter. Even the scrolling credits are lost in the code, unable to be viewed outside of cheat codes in the Password menu.

It's obvious that Capcom didn't put as much love into this title, shipping an unfinished non-fully tested game to the masses to become a mediocre sales and critical oddity. This one's only for those wanting to see 16 copies of Enker chasing after a ball for a few minutes. The time will pass slower than you'd think.

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Mega Man Soccer (SNES)

Mega Man Soccer (SNES)

Mega Man Soccer (SNES)

Mega Man Soccer (SNES)


Additional Screenshots


<<< Prior Page

Next Page >>>

Page 1:
Intro
Characters

Page 2:
Mega Man
Mega Man 2

Page 3:
Mega Man 3
Mega Man 4

Page 4:
Mega Man 5
Mega Man 6

Page 5:
Mega Man 7
Mega Man 8
Mega Man & Bass

Page 6:
Mega Man 9
Mega Man 10

Page 7:
Mega Man (Game Boy)
Mega Man II
Mega Man III

Page 8:
Mega Man IV
Mega Man V

Page 9:
The Power Battle
The Power Fighters

Page 10:
The Wily Wars
Mega Man (Game Gear)
Complete Works

Page 11:
Battle & Fighters
Anniversary Collection
Powered Up

Page 12:
Wily & Right no RockBoard
Mega Man Soccer

Page 13:
Battle & Chase
Super Adventure Rockman

Page 14:
Tiger LCDs
IBM PC Games
Rockman & Forte Wonderswan

Page 15:
Rockman's IQ Challenge
Rockman Gold Empire
Rockman Strategy

Page 16:
Mobile Games
Panic Shot! Rockman
Street Fighter x Mega Man

Page 17:
Unreleased Games
The Krion Conquest

Page 18:
Cameos
Other Media
Legacy

Back to the Index