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Mega Man Classic Series

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Page 1:
Intro
Characters

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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

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Mega Man 9 / Rockman 9: Yabou no Fukkatsu! (ロックマン9 野望の復活!!) - Wii, PlayStation 3, Xbox 360, Mobile (2008)

Cover

Japanese Artwork

After a decade of absence, it seemed as though the classic Mega Man series had been put to rest, its legacy relegated to cameos as more and more spin-offs with their own sequels were churned out by Capcom. Since at least as early as 2004, Keiji Inafune had expressed his desire to return to the old ways, but for a long time there simply was no space in the market for projects like that. However, two new factors helped making an ambitious throwback possible: the rise of digital game distribution and the lucrative sales numbers of (relatively) cheaply priced retro re-releases through outlets like Nintendo's Virtual Console service. Now developing smaller games at a reduced overhead had become feasible again, without having to worry about sharing shelf space with shiny AAA titles.

The story falls back on the more tried-and-true plot of robots running amok rather than any extraterrestial influence. This time though, the dangerous bots are constructed by Dr. Light rather than Wily, about which the usually bad man is quick to inform the news, complete with evidence of Light's involvement and a plea for donated money to help fund production of robots to counter the rebelling bots. Even the police apprehend and cuff Dr. Light during the game's proceedings. Eventually Mega Man uncovers a memory unit from one of the fallen Robot Masters, with a recording of Dr. Wily personally convincing the eight Light constructs to rise up.

Robot Masters

DLN-065 Concrete Man

This stubborn big guy uses his Concret Shot to help make blocks to construct dams, but he isn't afraid to use it to freeze Mega Man in place. He's also able to shake the ground like Guts Man but throws his own little twist with the occasional lunging elbow. His concept art originally had a somewhat different design, named Cement Man. [Weakness: Laser Trident]

DLN-066 Tornado Man

A weather control Robot Master that looks like Harpuia from Mega Man Zero and was made to keep hurricanes and other fierce storms at bay. He's able to hover in the sky and fill the screen with powerful lifiting gusts with his Tornado Blows. His original designs were under the name Weather Man and looked more like a satellite. [Weakness: Plug Ball]

DLN-067 Splash Woman

The only "female" robot master in the series, though earlier concepts dubbed the planned bot Ocean Man. Before the insurgence, she was a lifeguard/water rescuer mermaid. Now she fights with her armor-piercing Laser Trident and calls forth robo-fish with her singing. She bears a great resemblance to Leviathan from the Mega Man Zero/ZX series. She's quite popular among Mega Man Robot Masters, if mainly for the distinction of being the only lady of the group. [Weakness: Hornet Chaser]

DLN-068 Plug Man

A gadget geek that shops at electonic stores when he isn't inspecting and certifying TVs and many other appliances' energy rates. Though he only has two prongs, his Plug Balls are very grounded, travelling like lightning-fast Search Snakes. Him and Splash Woman are the only two Mega Man 9 Robot Masters designed by Keiji Inafune. His initial design had him called Plasma Man and built like one of those novelty plasma globes. [Weakness: Jewel Satellite]

DLN-069 Jewel Man

A diamond cutter / rock polisher and collector of all things shiny. His Jewel Satellite barrier is arguably the best shield weapon in the entire series, able to destroy tons of weak enemies and projectiles without breaking a gem. Originally dubbed Diamond Man, he was explicitly designed to be gaudy and foppish. [Weakness: Black Hole Bomb]

DLN-070 Hornet Man

A flower aficionado that's programmed to pollinate a park with his homing Hornet Chaser bees. These buzzers carry back goodies they come across, which is perfect for out-of-the-way 1ups and more. His honeycomb body was a later edition, originally looking more insectoid with wings and a stinger gun aptly called Sting Man. At an earlier point he was going to be Honey Woman. [Weakness: Magma Bazooka]

DLN-071 Magma Man

A geothermal power plant overseer that's able to fire off chargable 3-way Magma Bazookas so long as his head flames are ignited. He also loves to hit the spa on his off-times to cool off after wading through molten lava all day. [Weakness: Tornado Blow]

DLN-072 Galaxy Man

A UFO-shaped bot built to calculate rockets jettisoned into space. His Black Hole Bomb weapon just sucks, but in a good way. His colors constantly shift and he loves to hover around in a sleek compact retracted limb mode. His original moniker during game development was Space Man. [Weakness: Concrete Shot]

Fake Man

A robot impersonating as a police officer to arrest Dr. Light. He is the boss for the DLC Special Stage for those who want some post-game justice. His big revolver gun arm rapid fires six shots before he reloads. No, you can't win that attack from him after turning him back to scrap. [Weakness: Jewel Satellite]

While watching the recorded memory unit after the final Robot Master is destroyed, the ethical issues with scrapping robots is introduced by Wily himself. While not the sort of game to dwell on such a heavy subject, the mad scientist reasons with the Robot Masters that just because they reached their government-issued expiration date, that doesn't give anyone the right to decommision and dismantle them outright, regardless the robots' lack of free will. Nevertheless, such incriminating footage would do no good for Wily, so he easily dupes and snatches the chip from Mega Man before flying off to his fortress.

In a novel-for-the-time approach, the 9th main game in the franchise looks and plays like a NES classic lost in time. Everything from the graphics and sound appear ripped from a cart, down to the amount of enemies on screen being limited to match. Players can even opt to play the game with optional simulated sprite flickering and slowdown. The music captures the style of the 2A03 soundchip perfectly, and the score is one of the strongest in the series for a long time, thanks to the trio of composers within Inti Creates. A bit of a cop-out is performed with a few menus and fanfares seemingly ripped wholesale from Mega Man 2, reusing even the same Wily Fortress intermission jingle and "weapon obtained" drum beat. One of the more impressive effects was used for the Endless Mode track, giving the lengthy game mode a rave feel with its fast square wave hits.

For many players used to gaming in the 21st century, the difficulty is a startling wake-up call as the core mechanics fall back to those of Mega Man 2: no charge buster; no slide; and no fancy means of flight for the first half of the game. Mega Man starts with his trusty stock buster and Rush Coil, only earning the Rush Jet after defeating five Robot Masters. Plenty of spikes, instant death falls and hazards litter the stages, and mid-level checkpoints often have to be earned after felling a mid-boss or two. There are many moments where the designers trick new and veteran players with gotcha moments, likely fooling or capturing Mega Man into a doomed situation. One of the more troll-worthy enemies is the Bunby Catcher, a propellored pincher baddie that dive-bombs from off screen in set areas. It doesn't cause damage but rather holds Mega Man hostage as it swiftly drags him toward most likely a prickly floor or wall. After learning their drop points, it's not hard to bypass them safely or destroy them before they can grab Mega Man, but it's as if they're designed purely to infuriate careless players the first time.

The game does introduce one of the trappings of modern gaming to the series, though, and that's paid DLC. While the main game offers the entire NES experience (along with current-day online leaderboards for Time Attack mode), buyers would have to nearly double the asking price to unlock the full contents within the data. These added modes include a playable Proto Man (with no shop available), two harder modes with revised stage obstacle and enemy placements (adding more "gotcha!" moments), an Endless Mode where Mega Man hops through assorted random mini-stages - many mirroring memorable moments from the early games in the series - as well as a fight against the Robot Masters that lasts until the player dies, and finally, one Special Stage. The latter is a very lengthy map filled with every mid-boss and the massive 3-screen Fortess shark ship as opponents, and ends with a brand new boss. The price for each of these add-ons range from a dollar for the difficulty modes to $3 for Endless. The problem is that these DLC downloads only unlock content that's already in the game data. Surely Capcom never learned from their mistakes, as this practice was met with severe backlash in Street Fighter x Tekken, although owners then had to wait months to pay to access content they already had on hand in theory.

Mega Man 9 was a late turning point for the series, scaling back down to what made the franchise great in the first place. The selection of weapons are arguably the best set in the bunch, each tactical in its own way with many alternate uses like Tornado Blows jump boosting abilities or Hornet Chaser's item snagging properties. Nothing seems wasted or underused. The download title's impact ushered in a new way of looking at smaller titles, allowing many retro throwbacks to see the light of day and spurn many 8- and 16-bit styled new games to be developed by indie teams.

Quick Info:

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Publisher:

Designer:

  • Hayato Tsuru

Genre:

Themes:


Mega Man 9 (Wii)

Mega Man 9 (Wii)

Mega Man 9 (Wii)

Mega Man 9 (Wii)

Mega Man 9 (Wii)

Mega Man 9 (Wii)

Mega Man 9 (Wii)

Mega Man 9 (Wii)

Mega Man 9 (Wii)

Mega Man 9 (Wii)

Mega Man 9 (Wii)


Additional Screenshots


Mega Man 10 / Rockman 10: Uchuu kara no Kyoi!! (ロックマン10 宇宙からの脅威!!) - Wii, PlayStation 3, Xbox 360 (2010)

Mockup Cover

Japanese Artwork

After Mega Man 9 made such a big splash for retro fans, Capcom was highly eager to follow up their success with another 8-bit style sequel in hopes to top themselves. Using the exact engine and many assets from the prior digital release, the 10th numerical console title in the series serves as a bridge and homage to the entire run, with nods to the Game Boy interquels. A computerized robotic virus known as Roboenza infects and disables machines across the globe, turning many of them violent, much akin to the Maverick Virus created by Dr. Wily that permeates the Mega Man X series. Naturally, the mad doctor denies any involvement in this outbreak. He crashes into Dr. Light's front yard after supposedly being ransacked by rogue Robot Masters while working on a cure. Mega Man agrees to help collect the stolen parts to the medicine-making machine, with Proto Man arriving to join to the cause. Their efforts must be swift, since one of the critically infected robots is none other than Roll.

Mega Man 10 includes many options that were DLC in Mega Man 9 and builds upon them. Proto Man is selectable from the get-go, with a more fleshed-out game experience with story interludes and access to the in-game shop. Difficulty Modes are added for free this time, with an Easy Mode available at the start and Hard Mode unlocked after a completed playthrough. Both modes contain more significant changes than merely damage modifiers or enemy placements. There are also 100 challenges in total that Mega Man can complete outside of the main game, earning medals for good times and/or flawlessness. Finally, the helpful on-the-fly fast-switching of special weapons from Mega Man 7 and 8 is included. All the music is brand-new or newly arranged as well.

The eight Robot Masters infected and crazed from the Roboenza are once again very eclectic. There is many fan speculation that the designs were cribbed from old submissions, possibly taking the best of runners-up from years past, or what were popular trends and/or gimmicks submitted over and over again. While there isn't any official mention to back this claim up or denounce it, scans from Nintendo Power proved that fans have submitted ideas close in design to a few of these bosses.

Robot Masters

DWN-073 Blade Man

Looking like a tween's idea of a super-cool sword dude, this bot actually served as the tour guide for a lord's castle, droning on about all sorts of bladed weapons that his master adores. Very swift and able to leap and hang off the stone walls and ceiling, his Triple Blade weapon fires off three sharp daggers at once. [Weakness: Commando Bomb]

DWN-074 Pump Man

The water-themed Robot Master design well must be running dry. This oddly shaped bot works at a sewage treatment plant and washes graffiti off walls in his spare time. His Water Shield isn't quite as good as the Jewel Satellite, but hits mutliple times and can be fired off in all directions, depending on how many bubbles are still left circling. That handle of his is thrown like a boomerang in Hard Mode, too. [Weakness: Thunder Wool]

DWN-075 Commando Man

A military tank bot that pretty much does the whole Guts Man routine, as usual for the big hulking bosses in most of the games, only this time with splash-damaging Commando Bombs. Since this is a modern tank (at least in the future 20XX), he's stationed in a desert. Before contracting Roboenza, he swept old mines from the sand and was quite the connoisseur of oil. [Weakness: Wheel Cutter]

DWN-076 Chill Man

His head is encased in a big chunk of ice... for some reason. His primary job is to observe and prevent rampart melting of glaciers due to climate change as well as taking photos of these excursions and posting them on the internet to help raise awareness of the importance of saving the arctic environment. His weapon fires subzero gel that freezes foes on contact and forms jagged Chill Spikes on any surface. [Weakness: Solar Blaze]

DWN-077 Sheep Man

A sheep herder that took a job at a circuit board manufacturing plant to prevent static damage on all products. His Thunder Wool drifts off like floating clouds, zapping their pent-up static energy as lighting bolts to the ground. Much like the Mareep line from Pokémon, he is a literal Philip K. Dick reference. [Weakness: Rebound Striker]

DWN-78 Strike Man

An overgrown baseball launcher with legs and a catcher's mitt. Not much going for this Robot Master other than his fastball Rebound Striker which bounces off walls. His stage isn't even exclusively baseball-themed, throwing in football, basketball, and soccer into the mix. [Weakness: Triple Blade]

DWN-079 Nitro Man

An Evel Knievel Robot Master who is his own motorcycle. His Wheel Cutters are deadly spinning rims that drive up walls as fast as their stuntbot wielder. Too bad he's too dumb to watch for spike strips. Maybe he just doesn't mind crashing and burning. [Weakness: Chill Spike]

DWN-080 Solar Man

His stove-top head summons a tiny artificial yellow dwarf star, with is perfect for his day job of Solar Energy R&D. The ball of flame absorbs any weapon that isn't water-based and grows larger before he flings it as a splitting Solar Blaze. He also hawks his "Solar Workout" exercise plan to help people burn calories. [Weakness: Water Shield]

In what in theory was to be a huge nod to the old games, the eight Robot Master stages' music were composed by a who's who from Mega Man's past. Just about every songwriter from Mega Man 1 through Mega Man & Bass (except Takashi Tateishi) had a hand in the game. Each stage almost lends itself to a different style, a sort of progression through Mega Man's music, as it were. (Chill Man's stage music is based on the early beta composition for Frost Man's stage.) Unfortunately, this causes most of the Robot Master stage tunes to become forgetable as many of the composers focused on atmosphere and PSG effects rather than catchy melodies. This might also be a sign of the talent rankings, as many of the more popular/memorable level tunes were done by the earlier game composers, such as Nitro Man's stage (Manami) and Solar Man's stage (BunBun). To make up for it, Inti Creates' trio of musicians return from Mega Man 9 with fantastic work, even creating a new Wily leitmotif that plays for many tracks. The beginning moments leading from the Wily Fortress into its second Stage 1 theme is possibly one of the most blood-pumping segments audio-wise since, well, the most popular Wily Stage 1 theme.

Wily's Fortress is arguably one of the most solid in the classic franchise. It's certainly one of the largest and most imposing onscreen. Right at the start of the first stage it's dark and raining, a somber melody playing. Just a few screens to the right are boss doors. This early? This can't be right. After going in, the thrilling Wily Boss theme starts as a huge grid in the background is shown along with three pods and a large screen monitor. As it turns out, Wily kept a well-maintained archive of his past creations. Three blocks attack one by one with Elec Man, Wood Man, and Gemini Man's powers. It's only after defeating this mini-boss trio that the song Abandoned Memory starts rocking and the stage begins in earnest, leading through branching paths to another archive mini-boss fight with Ring Man, Napalm Man, and Flame Man. Once again, the shutterdoors open for more of stage 1, finally ending in the final archival match against the powers of Slash Man, Frost Man, and Tornado Man. In one single stage, Capcom cemented a massive love letter to the fans, complete with the same attack sprites and sound effects. Perhaps it would've been better to fight, say, the Robot Masters themselves, but that's probably only why the boss in total is called the Weapon Archive. The only other drawback is that the rest of the fortress, as good as it is, can not live up to the first level. Well, maybe the long lead-up to the second Skull insignia, where Mega Man takes on Wily's UFO in space - another nod to the Game Boy games.

It's hard to call Mega Man 10 anything but a mixed bag. For every step forward in refinement, it takes a step back. It's nice that each selected character has a different storyline told, but only Mega Man is fleshed out, and what is told is pretty weak, especially the rushed ending. Each difficulty setting causes massive shifts in every aspect of the enemies, changing their speeds, adding or removing attacks, even tinkering with the stage hazards. Unfortunately, Easy Mode is almost an insulting cakewalk for anyone but first-time Mega Man players and Hard Mode can become ludicrously nuts with draining energy, forcing players to master the chosen character to survive without chugging E-Tanks. Why bring back so many composers when it causes the soundtrack to weaken? Why update even the visuals from the last game and use them with some of the weaker themes available, like a sewer system or baseball stadium? The worst part might have to be the special weapons. Many of them are only damaging indirectly. Thunder Wool slowly floats up and causes damage within the lightning bolts underneath. If the cloud hits an enemy, it only nips it with a weak 1-point damage attack and cancels the lightning. Commando Bombs are great to aim, but only do massive damage from the splash radius rather than from a direct hit. Chill Spikes need enemies to run into the laid spikes to cause a kill; otherwise, they're merely frozen or take pitiful damage. Solar Blaze? Only viable once it slowly splits apart. That leaves a crippled list of useful weapons, much like the later NES games. In fact, as Mega Man 9 felt like a culmination of the best from the first three games, Mega Man 10 is more along the lines of Mega Man 4 through 6.

Once again, $8 worth of download content is available. Another Endless Mode is given, with new randomized segments of callbacks to sections from later NES Mega Man titles. There's also another $2 additional character with Bass. His DLC even adds his face to the lineup on the title screen, and he has access to a shop run by Reggae. His play style is the same as in Mega Man & Bass, though without a double jump. Either way, he plays sorft of like an extra easy mode with his rapid fire bullets able to blast away armor from enemies. Probably the coolest DLC are the trio of special stages for one dollar each that feature the Mega Man Killers from the Game Boy games. Each of their levels are colored renditions of the Wily Fortress levels from the titles they originate from. Much of the layouts are directly lifted from the portable games with similar enemies from Mega Man 10 filling in. These stages are backed with rearranged compositions of the original music from the Game Boy games. Defeating each Mega Man Killer boss grants their special weapon in the main game by default, though since Mega Man himself is the only choice available in the DLC stages, only he can obtain the spoils from his assassins' scraps.

The depressing fact about Mega Man 10 is that it didn't sell as strongly as its predecessor. It might be due to the step down in quality, for being too similar, or that Mega Man 9 sold tons on its novelty alone. Either way, this would become the last brand-new Mega Man game, classic or otherwise, to be released by Capcom onto any console. Say hello to mobile ports, promotional titles, and the occasional cameo nod, Blue Bomber. It might not be completely death, but it sure ain't living, either.

Quick Info:

Developer:

Publisher:

Designer:

  • Ryota Ito
    Hayato Tsuru

Genre:

Themes:


Mega Man 10 (Wii)

Mega Man 10 (Wii)

Mega Man 10 (Wii)

Mega Man 10 (Wii)

Mega Man 10 (Wii)

Mega Man 10 (Wii)

Mega Man 10 (Wii)

Mega Man 10 (Wii)

Mega Man 10 (Wii)

Mega Man 10 (Wii)

Mega Man 10 (Wii)

Mega Man 10 (Wii)

Mega Man 10 (Wii)

Mega Man 10 (Wii)


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

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