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Mega Man Classic Series

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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


Mega Man 2 & Mega Man 3 - Standalone LCD (1990/1991)

Mega Man 2 LCD Handheld

Mega Man 3 LCD Handheld

Ah, the licensed LCD games of old. Before the more faithful portable Mega Man titles hit the Game Boy, the only means of playing the Blue Bomber on the go was with these two standalone handhelds. Each game followed its respective numerical basis, sans 2 Robot Masters apiece (sorry, Crash Man, Wood Man, Top Man and Hard Man). The main differences are a separate button exclusively for special weapons, pressing up to jump, and - here's the big one - the standard buster shot eats up its own weapon energy.

Both handhelds are fairly simple LCD game affairs, with almost every Robot Master stationary and only a few non-boss baddies as obstacles. Both games keep a score that increases with each enemy destroyed. Weapons are switched using a small button placed in the middle of the Sound and On switch buttons, making it a little hard to cycle through during gameplay. Any game over sends Mega Man back to the beginning each and every time.

The two LCD titles are very similar, although the later one has Rush available to use contextually with certain obstacles and hazards. There are a few oddities such as Mega Man holding a blaster in his hand in Mega Man 2 like the American cover art, or Air Man having Crash Man's arm. As Mega Man games, they're basic, but among old handhelds of their ilk, they're quite complex with choosable stages and hefty usage of the screen graphics compared to earlier Game & Watch titles. Not too shabby a pair for collectors, at least.

Mega Man 2 Playscreen

Mega Man 3 Playscreen


Mega Man - IBM PC (1990)

Cover

1990 saw the beginning of the Commander Keen and the Monkey Island franchises on the PC, and even some decent run-'n-gun platformers like Dangerous Dave and Rick Dangerous 2. It seemed a sure thing taking a well-known platformer property like Mega Man and making a nice port or reimagining for those without an NES. Hi-Tech Expressions apparently thought so, and they helped fund and develop it along with Ronzor Labs, who developed such DOS gems as Beethoven's 2nd and We're Back!: A Dinosaur's Story. Needless to say, the quality was not very high.

Gamers stuck with a 386 who expected the console Mega Man experience were severely let down. There is no music whatsoever, only harsh sound effects generated from the base PC speaker. The game at least supports EGA visuals but the graphics, to put it lightly, have nothing of the spark and imagination of the levels and enemies in the NES titles. Boy robot or no, there's little thrill wading through bland corridors of grey and brown modern day warehouses, power stations, water treatment facilities, and dirt tunnels shooting at regular rats, ants, frogs, and bats. Pathways criss-cross without care in a vague attempt to make these boring places more exciting, but it only makes the dull gameplay drag.

The keys into Wily's complex lie in the hands of three new Robot Masters:

Sonic Man

Sort of a Bubble Man knock-off, who shoots Sonic Waves from his harpoon gun and drops mines. [Weakness: Nuclear Detonator]

Volt Man

A dopey bot with big V shoulder pads. Protects himself with an electrical Force Field. [Weakness: Sonic Wave]

Dyna Man

This ballistics "expert" calls his weapons Nuclear Detonators, but they're really just sticks of dynamite. [Weakness: Force Field]

Though Wily only sends out three robots for Mega Man to fight, that shouldn't be taken as a sign of mercy. If anything, reaching the Robot Masters is one of the most difficult challenges the Blue Bomber ever had to face - for all the wrong reasons. Right from the game's start Mega Man must contend with a viscious robo-dog that never backs off once in range. If he manages to survive, it's a small brisk jog to a building complete with a security camera right outside. The short intro stage is merely a taste of the cheap deaths that follow throughout the game. Everything hits too hard and there's little mercy invincibility in-between, leading to fast demise. Wily must be devious to allow narrow passages to litter with enemies too short to shoot at and too long to hop over in the low ceilings. All of these cheap ploys are made worse with dodgy controls that were built with the keyboard in mind. Trying to hop across the disappearing blocks or to push against magnetic forces while using the arrow keys to move and J to jump makes things harder than they should be. This brutal platformer only lasts four stages - five if you count the short intro level - so should you get the hang of the devilish and badly coded tricks the game throws at you, it's all over within minutes. The final stage in Dr. Wily's domain reuses the background tiles from the previous stages and is nothing more than an extended boss rush. Fortunately, each boss is easy to defeat with a flurry of pellets, as the special weapons are difficult to aim or bugged beyond repair.

As huge of a stinker as this game was, a few of the graphics used in this title were copied over onto the first Duke Nukem game. Two of the easy to spot plagarizations are the radioactive canisters in Sonic Man's level and the wooden crates in Dyna Man's stage. Despite the art swipes, Duke's first-ever outing is far and away the superior game.

Quick Info:

Developer:

  • Hi-Tech Expressions
    Ronzor Labs

Publisher:

  • Hi-Tech Expressions

Designer:

  • Stephen Rozner

Genre:

Themes:


Mega Man (IBM PC)

Mega Man (IBM PC)

Mega Man (IBM PC)

Mega Man (IBM PC)

Mega Man (IBM PC)


Duke Nukem Ripped Graphics


Additional Screenshots


Mega Man 3: The Robots are Revolting - IBM PC (1992)

Cover

That subtitle is a little too fitting. Skipping over number 2 in naming, the second DOS Mega Man continues the badly coded dreck with more levels and somehow even worse gameplay.

The levels are no longer given a linear structure, but instead arranged in a maze-like block map that Mega Man is dropped into to wade through - and wade is the keyword here. The swimming mechanics get used way too frequently as most of the levels feature a lake of liquid to robo-dog paddle through. These sprawling stages cause major loading times after choosing one from the selection menu. The Robot Master count has doubled to six total, though their designs are merely shameless edits of existing bosses from the main series.

Bit Man

A washed-out yellow Crash Man with a Hard Man's head, who shoots electrically charged drills that fire from his Bit Cannon. He hangs out deep in an oil rig that has more ladders than oil drums. Those fires on the rig should really be dealt with. [Weakness: Torch Arm]

Shark Man

If you mashed Snake Man and Gemini Man together and changed his head into a lamniformal motif, you'd get this adbomination. His Shark Boomerang works much like the Rolling Cutter. A NetNavi from the Battle Network series shares his name but isn't based off of him at all. [Weakness: Oil Stream]

Wave Man

He's not the same Wave Man from Mega Man 5, even though both games were released the same year. The developers didn't even try to hide the fact his design is Air Man with Water Shooter guns where the fan should be. [Weakness: Shark Boomerang]

Oil Man

Again, not the same Oil Man seen in Powered Up. His head kinda looks like Flash Man's, and his Oil Stream is just dark pellets. So far there's two oil themed stages and water themed stages. So far, no good... [Weakness: Blade Launcher]

Blade Man

Of course not Blade Man from Mega Man 10, though his Blade Launcher acts an awful lot like Triple Blades. And another stage with water? Next! [Weakness: Bit Cannon]

Torch Man

This fire-themed robot hides in the sewers. Makes sense. That's yet another level with water. Even his boss room is filled waist-deep with blue water. Probably not a smart move due to his obvious weakness. [Weakness: Water Shooter]

Little has changed graphically, even going as far as reusing or redrawing old sprites and tiles from the previous game. Much of the new assets come from the expansion of the bad guy roster. There are many humanoid baddies that simply run around and routinely fire at Mega Man. His worst enemies are the gun turrents attached to almost every wall. Their shots can aim at 8 angles, shoot every other second, and are usually strategically mounted around tiny platforms Mega Man has to jump across. Otherwise, the game scales back the difficulty but pounds on the frustration with huge levels that don't provide any clue for the correct path to the boss confrontation. In that sense it becomes an even bigger headache. Creating spreadsheets is more pleasant than playing this game.

Quick Info:

Developer:

  • Hi-Tech Expressions
    Ronzor Labs

Publisher:

  • Hi-Tech Expressions

Designer:

  • Stephen Rozner

Genre:

Themes:


Mega Man 3 (IBM PC)

Mega Man 3 (IBM PC)

Mega Man 3 (IBM PC)

Mega Man 3 (IBM PC)

Mega Man 3 (IBM PC)


Additional Screenshots


Rockman & Forte: Mirai Kara no Chousensha (ロックマン&フォルテ 未来からの挑戦者) - WonderSwan (1999)

Cover

Early in the WonderSwan's inaugural year, the portable system was starving for big titles. Bandai contacted Capcom to lend their Blue Bomber for an exclusive romp on the black & white Game Boy competitor, which acts as a sequel to Rockman & Forte. The Dimensions, Robots from the future led by a Mega Man-looking villian, attack the peaceful Symphony City. Both present-day doctors send their star robots (Proto Man sits out on this one) to investigate and stop the time travellers.

Dangan Man

This limbed robot bullet shoots into the air and fires right toward Mega Man or Bass. His dropped weapon shoots armor-piercing flying Vulcan bullets. [Weakness: Barrier Wind / Forte Cyclone]

Konro Man

A big gas stove burner with flame-based attacks. Even though his design is goofy, Konro is a favorite of Hitoshi Ariga and even had a cameo in Mega Man ZX Advent as the unlikely hero of an in-game digital comic. [Weakness: Rockn Vulcan / Forte Vulcan]

Aircon Man

A cheap Air Man knockoff wielding paper fans in his fists. For some reason, his stage is a water level, and the only level that uses the Wonderswan's vertical mode. Defeating him gives Mega Man the Barrier Wind weapon and Bass the Forte Cyclone weapon, the weaknesses for most of the bosses in the game. [Weakness: Flame Shower / Flame Mixer]

Komuso Man

This Dimensions Robot Master is based on the travelling mendicant monk of the same name. Wielding a shakuhachi bamboo flute, he's able to conjure flaming pillars and illusionary copies of himself. His dropped Doppel/Doppler weapons make Mega Man and Bass invincible when the attack button is held down before their respective strikes are released. [Weakness: Barrier Wind / Forte Cyclone]

Clock Men

Two Robot Masters at once? And they have the same time and space powers of Flash Man and Gravity Man. If it weren't for their weakness, they'd be way too overpowered. The weapons gained from them are of course time stop based. [Weakness: Barrier Wind / Forte Cyclone]

Compass Man / Compas Man

The final Robot Master before Rockman Shadow. He doesn't drop a weapon upon defeat, but it's hard to tell what sort of power Mega Man or Bass would get from a robot that breaks his top half off and spins around the room while his legs try to run at them. For some reason, his weak point is the top part of his unlinked bottom half. [Weakness: Barrier Wind / Forte Cyclone]

Rockman Shadow

He looks like Quint, but he's not. He's Wily's prototype for an evil Mega Man, somewhere in between the creation of Bass and Zero. Regardless, he's mad that he was passed over for Quint. After Quint's defeat, he's the only bad bot left in the future. Only he's not, since Quint wasn't destroyed. Was he? Are there Mavericks yet? Reaverbots? Whatever. He's basically a slightly more threatening Quint, complete with his own pogo-jackhammer. [Weakness: Doppel Crash / Doppler Attack]

This licensed title comes closer to recreating the style of the official games, especially its direct predecessor, but still comes up very short. For one, the boss weapons don't work in terms of weaknesses, as they all hit equally hard as the normal buster shots. Instead, they're based on the amount of hits they can land on the enemies, and post-hit invulnerability is almost absent for many foes, so the balance of power falls heavily in favor of the damage-spamming wind attack from Aircon Man. This doesn't make the game any easier, as the controls are stiff and slow, made worse coupled with being tied to the WonderSwan's button layout. When the game forces the system's vertical mode, movement becomes very painful to perform. Everything, including Mega Man and Bass, blends into a grey mess of sprites, making it hard to see bullets. The entire game feels like a badly-programmed pirate demake from Hong Kong. Despite being so gut-wrenchingly lackluster, the game is the only licensed Mega Man title to be adknowledge within the R20 and R25 Complete Works books as well as a tiny cameo in ZX Advent.

Quick Info:

Developer:

  • Lay-Up

Publisher:

Director:

  • Naoki Youyama

Genre:

Themes:


Rockman & Forte (WonderSwan)

Rockman & Forte (WonderSwan)

Rockman & Forte (WonderSwan)

Rockman & Forte (WonderSwan)

Rockman & Forte (WonderSwan)

Rockman & Forte (WonderSwan)

Rockman & Forte (WonderSwan)

Rockman & Forte (WonderSwan)

Rockman & Forte (WonderSwan)


<<< 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